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Survey results 2011 by technologies for Energy and The Worldwide. N=66 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 Learning6.06-25.0075.0025.0025.0025.00-25.00-
Cloud computing1.52-100.00--100.00----
Digital whiteboards4.5566.6733.33-33.33-33.33--33.33
E-books and digital libraries9.0950.0050.00-16.67-16.6716.67-50.00
E-learning Platforms and Architectures7.5820.0040.0040.00-40.0020.00-20.0020.00
Games & Virtual Worlds to foster student's engagement and motivation13.64-77.7822.2211.1111.1122.2222.2233.33-
Interactive video lectures and video conferencing6.0675.0025.00-25.0025.0025.00-25.00-
Learning Objects reusability and digital repositories10.6114.2971.4314.2957.1414.29-14.2914.29-
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)12.1275.0025.00--75.00---25.00
Open Source, Open Standards, and Federated Systems1.52--100.00-----100.00
Semantic Web and Ontologies for Learning Systems----------
Simulators, and Virtual and Remote Labs21.2128.5764.297.147.1414.2914.2914.2928.5721.43
Standardization, Reusability and Interoperability Issues1.52--100.00---100.00--
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)4.5533.3366.67-33.3333.33---33.33
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