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Survey results 2011 by technologies for Electronics and Europe. N=141 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 Learning6.3822.2222.2255.5622.2211.1111.1111.1122.2222.22
Cloud computing1.42-50.0050.0050.00--50.00--
Digital whiteboards2.1333.3333.3333.3333.3333.33-33.33--
E-books and digital libraries6.3866.6722.2211.1122.2211.1122.2222.2222.22-
E-learning Platforms and Architectures17.0237.5045.8316.6733.3337.5012.504.174.178.33
Games & Virtual Worlds to foster student's engagement and motivation4.96-14.2985.7114.2942.86-14.2928.57-
Interactive video lectures and video conferencing9.9314.2971.4314.2950.0014.2914.29-14.297.14
Learning Objects reusability and digital repositories6.3822.2244.4433.3322.2211.1111.1111.1122.2222.22
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)5.6725.0025.0050.0025.0012.5012.5025.00-25.00
Open Source, Open Standards, and Federated Systems4.9614.2928.5757.14-28.57-14.2942.8614.29
Semantic Web and Ontologies for Learning Systems2.1333.3366.67-33.33----66.67
Simulators, and Virtual and Remote Labs25.5319.4438.8941.675.5627.7822.2211.1113.8919.44
Standardization, Reusability and Interoperability Issues0.71-100.00------100.00
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)6.3833.3344.4422.2255.5611.11--22.2211.11
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