•  

Back

Survey results 2012 by technologies for Computer Science and Software Engineering and Asia and Oceania. N=72 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 Learning6.94-60.0040.0040.00-20.0020.00-20.00
Cloud computing15.2836.3645.4518.1818.189.099.0954.55-9.09
E-books and digital libraries8.3333.3350.0016.67-16.67--83.33-
E-learning Platforms and Architectures12.5066.6722.2211.1133.3311.1111.1111.11-33.33
Games & Virtual Worlds to foster student's engagement and motivation8.3316.6733.3350.0016.6766.67---16.67
Gesture-based computing1.39--100.00100.00-----
Interactive video lectures and video conferencing5.5675.0025.00-50.0025.00--25.00-
Learning analytics and semantic web2.78-100.00--50.00---50.00
Learning Objects reusability and digital repositories2.78-50.0050.00-50.0050.00---
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)13.8920.0080.00-10.0020.0020.00-20.0030.00
Open Source, Open Standards, and Federated Systems6.9420.0020.0060.0040.0020.00--40.00-
Remote labs----------
Simulators----------
Virtual labs8.3316.6766.6716.6716.6716.6733.33-16.6716.67
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)6.9440.0040.0020.0020.0020.00-20.00-40.00
Copyright © 2012 Electrical & Computer Engineering Department (DIEEC) | Spanish University for Distance Education (UNED)