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Survey results 2011 by technologies for Education and Asia and Oceania. N=57 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 Learning12.2842.8642.8614.2942.8614.29-14.29-28.57
Cloud computing7.0225.0025.0050.0025.0050.00---25.00
Digital whiteboards----------
E-books and digital libraries7.0275.00-25.0050.0025.0025.00---
E-learning Platforms and Architectures12.2828.5742.8628.5714.2928.57-28.5714.2914.29
Games & Virtual Worlds to foster student's engagement and motivation12.2842.8642.8614.2957.1414.2914.2914.29--
Interactive video lectures and video conferencing8.7720.0080.00-20.00-40.00--40.00
Learning Objects reusability and digital repositories7.02-50.0050.00--75.00-25.00-
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)8.77-80.0020.0020.00--20.0020.0040.00
Open Source, Open Standards, and Federated Systems1.75100.00---100.00----
Semantic Web and Ontologies for Learning Systems----------
Simulators, and Virtual and Remote Labs8.7740.0060.00---20.00-60.0020.00
Standardization, Reusability and Interoperability Issues----------
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)14.0437.5062.50--50.0012.50--37.50
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