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Survey results 2011 by technologies for Asia and Oceania and Computer Science and Software Engineering. N=66 votes

Exploring the data by regions

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 Learning4.5533.33-66.6733.33-33.3333.33--
Cloud computing9.0916.6783.33-16.67-50.00-33.33-
Digital whiteboards----------
E-books and digital libraries9.0933.3350.0016.6733.33-33.3316.6716.67-
E-learning Platforms and Architectures13.6422.2266.6711.1122.2222.22-44.44-11.11
Games & Virtual Worlds to foster student's engagement and motivation12.1212.5050.0037.5012.5037.5012.50--37.50
Interactive video lectures and video conferencing7.5840.0040.0020.0040.0020.0020.00-20.00-
Learning Objects reusability and digital repositories----------
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)16.6718.1863.6418.1836.3618.18-27.27-18.18
Open Source, Open Standards, and Federated Systems1.52-100.00----100.00--
Semantic Web and Ontologies for Learning Systems1.52--100.00100.00-----
Simulators, and Virtual and Remote Labs9.09-66.6733.33-33.3316.6716.67-33.33
Standardization, Reusability and Interoperability Issues----------
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)15.1530.0060.0010.0040.0020.0020.00--20.00
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