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Survey results 2011 by technologies for Computer Science and Software Engineering and South America. N=42 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 Learning2.38-100.00-100.00-----
Cloud computing9.5275.0025.00-25.0025.00--25.0025.00
Digital whiteboards2.38--100.00100.00-----
E-books and digital libraries4.76-50.0050.00-50.00--50.00-
E-learning Platforms and Architectures21.4344.4433.3322.2233.3344.4422.22---
Games & Virtual Worlds to foster student's engagement and motivation4.76-50.0050.00-50.0050.00---
Interactive video lectures and video conferencing9.5225.0025.0050.00-25.0025.00--50.00
Learning Objects reusability and digital repositories2.38-100.00--100.00----
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)7.14-33.3366.6733.33----66.67
Open Source, Open Standards, and Federated Systems4.7650.0050.00---50.00--50.00
Semantic Web and Ontologies for Learning Systems9.52-50.0050.0025.00-50.00-25.00-
Simulators, and Virtual and Remote Labs4.7650.0050.00---50.00-50.00-
Standardization, Reusability and Interoperability Issues2.38-100.00----100.00--
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)14.2950.0050.00-16.6733.33--16.6733.33
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