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Survey results 2014 by technologies for Electronics and The Worldwide. 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
3D printing2.9050.00-50.00-50.0050.00---
Augmented Reality for Learning4.35-33.3366.67-33.3333.33--33.33
Cloud computing5.8075.00-25.00--50.0025.00-25.00
Digital accreditations (badges, free and paid digital diplomas)1.45-100.00------100.00
E-books and digital libraries8.7050.0016.6733.3316.6716.67-16.6733.3316.67
E-learning Platforms and Architectures13.0444.4444.4411.1122.2233.3311.1111.11-22.22
Games & Virtual Worlds to foster student's engagement and motivation2.9050.00-50.00----100.00-
Gesture-based computing----------
Intelligent tutoring system2.90--100.00---50.00-50.00
Interactive video lectures and video conferencing8.7016.6750.0033.3316.6716.6716.67-16.6733.33
Learning analytics and semantic web----------
Learning Objects reusability and digital repositories----------
Massive Open Online Courses8.7033.3366.67--50.00-16.67-33.33
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)5.8050.0025.0025.0025.00-25.00--50.00
Open Source, Open Standards, and Federated Systems4.35-33.3366.67--33.33-66.67-
P2P online assessment1.45-100.00------100.00
Remote labs10.1442.8642.8614.29--14.29-57.1428.57
Simulators8.7066.6733.33--33.3316.67--50.00
Virtual labs5.8050.0050.00-25.0025.0025.00--25.00
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)4.35100.00--33.33----66.67
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