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Survey results 2015 by technologies for Education and The Worldwide. N=63 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 printing15.8750.0050.00-10.0020.0010.0010.0010.0040.00
Augmented Reality for Learning7.94-20.0080.0040.00-40.0020.00--
Cloud computing3.1750.0050.00-50.00-50.00---
Digital accreditations (badges, free and paid digital diplomas)----------
E-books and digital libraries6.3550.0025.0025.00--25.0025.00-50.00
E-learning Platforms and Architectures12.7037.5050.0012.5012.5012.5037.5012.50-25.00
Games & Virtual Worlds to foster student's engagement and motivation4.7633.3333.3333.3333.3333.33--33.33-
Gesture-based computing----------
Intelligent tutoring system4.7666.67-33.3333.33----66.67
Interactive video lectures and video conferencing4.76-66.6733.3333.33----66.67
Learning analytics and semantic web1.59100.00--100.00-----
Learning Objects reusability and digital repositories1.59--100.00----100.00-
Massive Open Online Courses4.7666.6733.33-66.67----33.33
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)7.9420.0080.00-40.00--20.0020.0020.00
Open Source, Open Standards, and Federated Systems1.59100.00-----100.00--
P2P online assessment1.59-100.00------100.00
Remote labs9.5233.3333.3333.3316.67---33.3350.00
Simulators3.17-100.00--50.00--50.00-
Virtual labs4.7633.3366.67--66.6733.33---
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)3.17100.00--50.0050.00----
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