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Survey results 2013 by technologies for Electronics and Asia and Oceania. N=15 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 printing----------
Augmented Reality for Learning----------
Cloud computing20.0033.3366.67-66.6733.33----
Digital accreditations (badges, free and paid digital diplomas)13.33--100.0050.00----50.00
E-books and digital libraries----------
E-learning Platforms and Architectures----------
Games & Virtual Worlds to foster student's engagement and motivation----------
Gesture-based computing6.67--100.00---100.00--
Interactive video lectures and video conferencing6.67-100.00---100.00---
Learning analytics and semantic web----------
Learning Objects reusability and digital repositories6.67100.00---100.00----
Massive Open Online Courses----------
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)6.67100.00----100.00---
Open Source, Open Standards, and Federated Systems----------
P2P online assessment6.67100.00----100.00---
Remote labs----------
Simulators13.3350.0050.00-50.0050.00----
Virtual labs6.67--100.00-100.00----
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)13.33100.00---50.0050.00---
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