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Survey results 2013 by technologies for Electrical and Computer Engineering and Europe. N=90 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 printing4.44-75.0025.0025.00--25.0025.0025.00
Augmented Reality for Learning3.3333.3333.3333.33--33.3333.3333.33-
Cloud computing3.3333.3333.3333.3333.33----66.67
Digital accreditations (badges, free and paid digital diplomas)2.22-100.00---50.0050.00--
E-books and digital libraries5.5640.0040.0020.0020.0020.00-20.0020.0020.00
E-learning Platforms and Architectures8.8950.0037.5012.50-50.0025.00-12.5012.50
Games & Virtual Worlds to foster student's engagement and motivation4.4425.0075.00-25.0075.00----
Gesture-based computing----------
Interactive video lectures and video conferencing4.4450.0025.0025.0050.00---50.00-
Learning analytics and semantic web4.4425.0025.0050.0025.0025.00-25.0025.00-
Learning Objects reusability and digital repositories----------
Massive Open Online Courses11.1140.0010.0050.0030.0020.00-20.00-30.00
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)6.6750.0050.00-16.6766.67---16.67
Open Source, Open Standards, and Federated Systems2.22--100.00--50.0050.00--
P2P online assessment----------
Remote labs14.4438.4630.7730.77-15.3823.0823.0823.0815.38
Simulators10.0055.5633.3311.1111.1144.44-22.2211.1111.11
Virtual labs10.0055.5622.2222.22-22.2211.1144.4411.1111.11
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)4.44-75.0025.00-75.00---25.00
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