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Survey results 2015 by technologies for Electrical and Computer Engineering and The Worldwide. N=54 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 printing14.8137.5062.50-12.5012.5025.0012.5025.0012.50
Augmented Reality for Learning5.56-66.6733.33-----100.00
Cloud computing1.85--100.00-100.00----
Digital accreditations (badges, free and paid digital diplomas)1.85-100.00----100.00--
E-books and digital libraries7.4175.0025.00--50.00-25.0025.00-
E-learning Platforms and Architectures5.56100.00--66.67----33.33
Games & Virtual Worlds to foster student's engagement and motivation3.7050.0050.00-50.00----50.00
Gesture-based computing----------
Intelligent tutoring system7.41-50.0050.00-25.00-25.00-50.00
Interactive video lectures and video conferencing3.70-100.00--50.00---50.00
Learning analytics and semantic web----------
Learning Objects reusability and digital repositories----------
Massive Open Online Courses5.56-33.3366.67100.00-----
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)12.9614.2971.4314.2928.5728.5714.29--28.57
Open Source, Open Standards, and Federated Systems1.85100.00------100.00-
P2P online assessment1.85-100.00-100.00-----
Remote labs12.9628.5771.43--42.8614.2914.2914.2914.29
Simulators7.4125.0075.00---25.0025.00-50.00
Virtual labs5.56-66.6733.33---66.6733.33-
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)----------
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