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Survey results 2011 by technologies for Computer Science and Software Engineering and North America. N=111 votes

Exploring the data by disciplines

Technologies Votes(%) Time to adoption(%) Challenges(%)
1 year or less2-3 Years4-5 Years Better understanding of new ways of interacting with studentsCreativity in designing learning experiencesDevelopment of better technology infrastructuresMaturity of the technologyMore funds to further development and implantationNew pedagogical methodologies that apply to the technology
Augmented Reality for Learning4.5040.0020.0040.0040.00-20.0020.00-20.00
Cloud computing6.3128.5757.1414.29-14.2928.5728.5728.57-
Digital whiteboards0.90100.00----100.00---
E-books and digital libraries11.7138.4638.4623.0823.0815.38-38.467.6915.38
E-learning Platforms and Architectures9.9136.3627.2736.3618.18-36.369.0927.279.09
Games & Virtual Worlds to foster student's engagement and motivation6.3128.5714.2957.1414.2957.14-14.29-14.29
Interactive video lectures and video conferencing7.2125.0037.5037.50-12.50-25.0050.0012.50
Learning Objects reusability and digital repositories6.3128.5728.5742.8614.29--28.5728.5728.57
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)11.717.6969.2323.0830.777.6915.387.6915.3823.08
Open Source, Open Standards, and Federated Systems5.4150.0033.3316.67-16.6733.3333.33-16.67
Semantic Web and Ontologies for Learning Systems2.7033.3333.3333.33--66.6733.33--
Simulators, and Virtual and Remote Labs10.81-66.6733.33-25.0025.008.3333.338.33
Standardization, Reusability and Interoperability Issues1.80--100.00--50.00-50.00-
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)14.4125.0068.756.2525.0031.25-6.25-37.50
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