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Survey results 2015 by technologies for Electronics and The Worldwide. 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 printing6.67100.00--100.00-----
Augmented Reality for Learning----------
Cloud computing13.33-100.00-50.00--50.00--
Digital accreditations (badges, free and paid digital diplomas)6.67--100.00--100.00---
E-books and digital libraries6.67100.00------100.00-
E-learning Platforms and Architectures6.67-100.00------100.00
Games & Virtual Worlds to foster student's engagement and motivation----------
Gesture-based computing----------
Intelligent tutoring system----------
Interactive video lectures and video conferencing6.67100.00--100.00-----
Learning analytics and semantic web6.67100.00--100.00-----
Learning Objects reusability and digital repositories6.67100.00--100.00-----
Massive Open Online Courses6.67100.00--100.00-----
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)6.67100.00--100.00-----
Open Source, Open Standards, and Federated Systems----------
P2P online assessment----------
Remote labs13.33-50.0050.0050.00--50.00--
Simulators6.67-100.00----100.00--
Virtual labs6.67--100.00100.00-----
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)----------
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