•  

Back

Survey results 2012 by technologies for Electrical and Computer Engineering and Asia and Oceania. 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
Augmented Reality for Learning2.90-50.0050.00-50.00---50.00
Cloud computing2.90-100.00--100.00----
E-books and digital libraries13.0466.6722.2211.1133.3333.3311.1111.11-11.11
E-learning Platforms and Architectures13.0433.3344.4422.22-44.4422.2222.22-11.11
Games & Virtual Worlds to foster student's engagement and motivation2.90-50.0050.0050.0050.00----
Gesture-based computing----------
Interactive video lectures and video conferencing5.80-75.0025.0050.00-25.00--25.00
Learning analytics and semantic web4.35-66.6733.33---66.67-33.33
Learning Objects reusability and digital repositories2.90--100.00----50.0050.00
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)14.4940.0030.0030.0030.0010.00-30.0010.0020.00
Open Source, Open Standards, and Federated Systems5.8050.0025.0025.00---50.0025.0025.00
Remote labs5.8025.0050.0025.0025.0025.0025.00-25.00-
Simulators14.4960.00-40.0010.0020.00-20.0020.0030.00
Virtual labs7.25-40.0060.0020.0040.00---40.00
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)4.3566.6733.33-66.67----33.33
Copyright © 2012 Electrical & Computer Engineering Department (DIEEC) | Spanish University for Distance Education (UNED)