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Survey results 2011 by technologies for Electronics and Asia and Oceania. N=60 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 Learning5.0066.6733.33-33.3333.33-33.33--
Cloud computing----------
Digital whiteboards5.0033.3366.67--66.67--33.33-
E-books and digital libraries8.3340.0040.0020.0020.0020.0020.0020.0020.00-
E-learning Platforms and Architectures8.3340.0040.0020.0040.00--40.00-20.00
Games & Virtual Worlds to foster student's engagement and motivation8.33-40.0060.0020.0080.00----
Interactive video lectures and video conferencing10.0016.6750.0033.3316.67-33.3333.33-16.67
Learning Objects reusability and digital repositories3.33-50.0050.00-50.00---50.00
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)15.0022.2244.4433.3322.22-55.56-22.22-
Open Source, Open Standards, and Federated Systems10.0016.6733.3350.0016.67-33.3316.6733.33-
Semantic Web and Ontologies for Learning Systems1.67100.00--100.00-----
Simulators, and Virtual and Remote Labs20.0025.0033.3341.6716.6725.008.338.3333.338.33
Standardization, Reusability and Interoperability Issues----------
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)5.0033.3366.67-66.67----33.33
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