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Survey results 2015 by technologies for North America and Electronics. N=9 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 printing11.11100.00--100.00-----
Augmented Reality for Learning----------
Cloud computing11.11-100.00-100.00-----
Digital accreditations (badges, free and paid digital diplomas)----------
E-books and digital libraries11.11100.00------100.00-
E-learning Platforms and Architectures----------
Games & Virtual Worlds to foster student's engagement and motivation----------
Gesture-based computing----------
Intelligent tutoring system----------
Interactive video lectures and video conferencing11.11100.00--100.00-----
Learning analytics and semantic web----------
Learning Objects reusability and digital repositories11.11100.00--100.00-----
Massive Open Online Courses----------
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)11.11100.00--100.00-----
Open Source, Open Standards, and Federated Systems----------
P2P online assessment----------
Remote labs11.11--100.00100.00-----
Simulators11.11-100.00----100.00--
Virtual labs11.11--100.00100.00-----
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)----------
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