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Survey results 2013 by technologies for Education and Asia and Oceania. N=45 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
3D printing----------
Augmented Reality for Learning2.22-100.00--100.00----
Cloud computing2.22--100.00--100.00---
Digital accreditations (badges, free and paid digital diplomas)----------
E-books and digital libraries13.3350.0050.00-33.33-16.67-16.6733.33
E-learning Platforms and Architectures15.5628.5742.8628.5728.57-14.29-14.2942.86
Games & Virtual Worlds to foster student's engagement and motivation4.44-100.00--50.00--50.00-
Gesture-based computing----------
Interactive video lectures and video conferencing8.89-100.00--50.00---50.00
Learning analytics and semantic web4.44--100.00-----100.00
Learning Objects reusability and digital repositories4.4450.00-50.00-50.0050.00---
Massive Open Online Courses15.5642.8614.2942.8642.8614.29---42.86
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)2.22--100.00100.00-----
Open Source, Open Standards, and Federated Systems11.1160.0040.00-40.00-20.0020.00-20.00
P2P online assessment4.4450.00-50.00-----100.00
Remote labs2.22-100.00--100.00----
Simulators----------
Virtual labs6.6733.3366.67-----33.3366.67
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)2.22-100.00------100.00
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