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Survey results 2014 by technologies for Electrical and Computer Engineering and Europe. N=69 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 printing5.8025.0075.00----25.0050.0025.00
Augmented Reality for Learning2.90-100.00-100.00-----
Cloud computing5.8025.0050.0025.0025.00-25.00-25.0025.00
Digital accreditations (badges, free and paid digital diplomas)1.45--100.00-----100.00
E-books and digital libraries4.3533.3333.3333.3333.3333.33---33.33
E-learning Platforms and Architectures7.2560.0020.0020.00-40.00---60.00
Games & Virtual Worlds to foster student's engagement and motivation2.9050.0050.00--50.0050.00---
Gesture-based computing----------
Intelligent tutoring system4.35-33.3366.67---66.67-33.33
Interactive video lectures and video conferencing1.45100.00------100.00-
Learning analytics and semantic web1.45100.00------100.00-
Learning Objects reusability and digital repositories2.90--100.00----50.0050.00
Massive Open Online Courses14.4930.0030.0040.0010.0040.0030.0010.00-10.00
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)2.90-100.00-50.00-50.00---
Open Source, Open Standards, and Federated Systems7.2520.0020.0060.0020.00-40.0020.0020.00-
P2P online assessment----------
Remote labs10.1442.8657.14--28.5742.86-14.2914.29
Simulators8.7083.3316.67--66.67--16.6716.67
Virtual labs13.0455.5622.2222.2211.1122.22-11.1144.4411.11
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)2.90-50.0050.0050.00----50.00
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