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Survey results 2011 by technologies for Education and North America. N=240 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 Learning6.2526.6726.6746.6740.0026.676.676.6713.336.67
Cloud computing2.50-50.0050.00-33.3333.3316.67-16.67
Digital whiteboards2.5050.0050.00-16.6716.67--66.67-
E-books and digital libraries10.4224.0064.0012.0020.0028.0012.0024.008.008.00
E-learning Platforms and Architectures11.2533.3337.0429.6329.6322.223.703.707.4133.33
Games & Virtual Worlds to foster student's engagement and motivation6.2526.6726.6746.6713.3313.336.676.6726.6733.33
Interactive video lectures and video conferencing8.7547.6238.1014.2928.5728.5719.05-4.7619.05
Learning Objects reusability and digital repositories5.8321.4328.5750.0014.297.1414.297.1421.4335.71
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)13.3328.1353.1318.7528.1325.009.389.389.3818.75
Open Source, Open Standards, and Federated Systems3.7511.1155.5633.3366.6711.11--22.22-
Semantic Web and Ontologies for Learning Systems2.50-50.0050.00-16.67-16.6716.6750.00
Simulators, and Virtual and Remote Labs15.4224.3232.4343.2421.6218.9216.2218.928.1116.22
Standardization, Reusability and Interoperability Issues3.7522.2244.4433.3322.22-44.44-22.2211.11
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)7.5033.3355.5611.1155.5611.11---33.33
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