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Survey results 2012 by technologies for Computer Science and Software Engineering and North America. N=87 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 Learning3.45-33.3366.67-66.67-33.33--
Cloud computing11.4950.0040.0010.0010.00-20.0020.0010.0040.00
E-books and digital libraries6.9083.3316.67--50.0033.33--16.67
E-learning Platforms and Architectures11.4970.0020.0010.0010.00-30.0020.0010.0030.00
Games & Virtual Worlds to foster student's engagement and motivation4.6025.0050.0025.0025.0050.00-25.00--
Gesture-based computing----------
Interactive video lectures and video conferencing3.45-66.6733.33---33.33-66.67
Learning analytics and semantic web6.9016.6783.33--33.3333.3333.33--
Learning Objects reusability and digital repositories8.0542.8657.14-28.5728.5714.29--28.57
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)13.7941.6741.6716.6741.6716.67--25.0016.67
Open Source, Open Standards, and Federated Systems4.6075.0025.00-50.0025.00--25.00-
Remote labs2.3050.0050.00--50.0050.00---
Simulators1.15-100.00--100.00----
Virtual labs9.2025.0075.00--50.0037.5012.50--
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)12.6454.5545.45-18.1827.279.09--45.45
Copyright © 2012 Electrical & Computer Engineering Department (DIEEC) | Spanish University for Distance Education (UNED)