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Survey results 2011 by technologies for Electrical and Computer Engineering and Europe. N=42 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 Learning2.38100.00-----100.00--
Cloud computing4.76--100.00--50.00-50.00-
Digital whiteboards2.38-100.00-100.00-----
E-books and digital libraries9.5275.0025.00-50.0025.0025.00---
E-learning Platforms and Architectures16.6728.5771.43-14.2928.5714.29-14.2928.57
Games & Virtual Worlds to foster student's engagement and motivation4.76-100.00-50.00----50.00
Interactive video lectures and video conferencing14.2916.6733.3350.0016.6716.6733.33-16.6716.67
Learning Objects reusability and digital repositories4.7650.0050.00--100.00----
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)2.38--100.00100.00-----
Open Source, Open Standards, and Federated Systems11.9020.0060.0020.00-40.0020.0020.00-20.00
Semantic Web and Ontologies for Learning Systems----------
Simulators, and Virtual and Remote Labs21.43-66.6733.33-22.2222.2222.2222.2211.11
Standardization, Reusability and Interoperability Issues----------
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)4.7650.0050.00--100.00----
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