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Survey results 2012 by technologies for Electronics and Europe. N=63 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 Learning6.35-25.0075.0025.0050.00-25.00--
Cloud computing1.59-100.00------100.00
E-books and digital libraries6.3550.0050.00-50.00---25.0025.00
E-learning Platforms and Architectures12.7025.0062.5012.5037.5025.0025.00-12.50-
Games & Virtual Worlds to foster student's engagement and motivation1.59--100.00---100.00--
Gesture-based computing----------
Interactive video lectures and video conferencing4.7633.3366.67-33.3333.33--33.33-
Learning analytics and semantic web----------
Learning Objects reusability and digital repositories4.7666.6733.33--33.3333.3333.33--
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)9.5233.3366.67-16.6766.67--16.67-
Open Source, Open Standards, and Federated Systems1.59-100.00-----100.00-
Remote labs15.8710.0070.0020.00-20.0040.0010.0020.0010.00
Simulators19.0575.008.3316.678.3325.0016.678.3333.338.33
Virtual labs11.1142.8628.5728.5714.2928.5728.57-28.57-
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)4.7666.6733.33-66.67----33.33
Copyright © 2012 Electrical & Computer Engineering Department (DIEEC) | Spanish University for Distance Education (UNED)