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Survey results 2014 by technologies for Asia and Oceania and Computer Science and Software Engineering. N=39 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
3D printing5.1350.0050.00-50.00--50.00--
Augmented Reality for Learning2.56100.00----100.00---
Cloud computing2.56100.00-------100.00
Digital accreditations (badges, free and paid digital diplomas)----------
E-books and digital libraries2.56100.00-------100.00
E-learning Platforms and Architectures12.8260.0040.00-20.0040.00-20.00-20.00
Games & Virtual Worlds to foster student's engagement and motivation10.26-50.0050.0025.00---50.0025.00
Gesture-based computing----------
Intelligent tutoring system5.13-100.00-100.00-----
Interactive video lectures and video conferencing5.1350.0050.00-50.00----50.00
Learning analytics and semantic web7.6933.3366.67--33.3333.33--33.33
Learning Objects reusability and digital repositories5.13-50.0050.00-----100.00
Massive Open Online Courses2.56-100.00------100.00
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)12.8280.0020.00-20.0020.0020.00-20.0020.00
Open Source, Open Standards, and Federated Systems2.56-100.00--100.00----
P2P online assessment2.56--100.00100.00-----
Remote labs5.13-50.0050.0050.0050.00----
Simulators2.56-100.00------100.00
Virtual labs5.1350.00-50.00-50.0050.00---
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)7.69100.00--66.6733.33----
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