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Survey results 2011 by technologies for Asia and Oceania and Electrical and Computer Engineering. N=18 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 Learning----------
Cloud computing5.56-100.00-100.00-----
Digital whiteboards5.56-100.00--100.00----
E-books and digital libraries22.2225.0075.00--25.0050.00-25.00-
E-learning Platforms and Architectures22.22-75.0025.00--25.00-25.0050.00
Games & Virtual Worlds to foster student's engagement and motivation----------
Interactive video lectures and video conferencing11.1150.0050.00------100.00
Learning Objects reusability and digital repositories5.56-100.00-----100.00-
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)5.56-100.00-----100.00-
Open Source, Open Standards, and Federated Systems----------
Semantic Web and Ontologies for Learning Systems----------
Simulators, and Virtual and Remote Labs11.1150.00-50.0050.0050.00----
Standardization, Reusability and Interoperability Issues5.56-100.00---100.00---
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)5.56--100.00--100.00---
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