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Survey results 2013 by technologies for North America and Electronics. N=24 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 printing8.33-50.0050.00---100.00--
Augmented Reality for Learning----------
Cloud computing8.33--100.00-50.00-50.00--
Digital accreditations (badges, free and paid digital diplomas)----------
E-books and digital libraries8.33100.00--100.00-----
E-learning Platforms and Architectures8.3350.00-50.00100.00-----
Games & Virtual Worlds to foster student's engagement and motivation4.17--100.00---100.00--
Gesture-based computing----------
Interactive video lectures and video conferencing8.3350.0050.00-100.00-----
Learning analytics and semantic web----------
Learning Objects reusability and digital repositories4.17100.00--100.00-----
Massive Open Online Courses12.5066.67-33.3333.33---33.3333.33
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)4.17--100.00100.00-----
Open Source, Open Standards, and Federated Systems4.17-100.00-100.00-----
P2P online assessment----------
Remote labs12.5033.33-66.6733.33---66.67-
Simulators8.33100.00-----50.0050.00-
Virtual labs8.33-50.0050.0050.00---50.00-
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)----------
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