•  

Back

Survey results 2014 by technologies for Computer Science and Software Engineering and Europe. N=45 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
3D printing2.22--100.00---100.00--
Augmented Reality for Learning----------
Cloud computing8.89-75.0025.0075.00-25.00---
Digital accreditations (badges, free and paid digital diplomas)----------
E-books and digital libraries4.4450.0050.00---50.00--50.00
E-learning Platforms and Architectures11.1180.00-20.00--20.00-60.0020.00
Games & Virtual Worlds to foster student's engagement and motivation6.67-100.00---66.6733.33--
Gesture-based computing6.67--100.00--33.3366.67--
Intelligent tutoring system2.22-100.00-100.00-----
Interactive video lectures and video conferencing2.22-100.00--100.00----
Learning analytics and semantic web4.4450.00-50.0050.00--50.00--
Learning Objects reusability and digital repositories2.22-100.00----100.00--
Massive Open Online Courses13.3350.0016.6733.3333.3350.00--16.67-
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)8.8950.0050.00--50.00---50.00
Open Source, Open Standards, and Federated Systems6.6733.3333.3333.33-33.33--33.3333.33
P2P online assessment2.22100.00-----100.00--
Remote labs4.4450.0050.00--50.00--50.00-
Simulators2.22-100.00----100.00--
Virtual labs4.44--100.0050.00----50.00
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)6.6766.6733.33-66.67----33.33
Copyright © 2012 Electrical & Computer Engineering Department (DIEEC) | Spanish University for Distance Education (UNED)