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Survey results 2011 by technologies for Electronics and South America. N=21 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 Learning----------
Cloud computing----------
Digital whiteboards----------
E-books and digital libraries4.76100.00----100.00---
E-learning Platforms and Architectures23.81-40.0060.00-40.0020.00--40.00
Games & Virtual Worlds to foster student's engagement and motivation9.5250.0050.00-50.00----50.00
Interactive video lectures and video conferencing19.0525.0025.0050.0075.00----25.00
Learning Objects reusability and digital repositories----------
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)19.0525.0025.0050.00-25.0025.0025.00-25.00
Open Source, Open Standards, and Federated Systems----------
Semantic Web and Ontologies for Learning Systems----------
Simulators, and Virtual and Remote Labs23.81-40.0060.0020.00-40.00-20.0020.00
Standardization, Reusability and Interoperability Issues----------
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)----------
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