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Survey results 2011 by technologies for Asia and Oceania and all disciplines. N=300 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 Learning14.3376.7411.6311.6376.746.982.336.98-6.98
Cloud computing5.0026.6746.6726.6726.6713.3333.336.6713.336.67
Digital whiteboards1.6720.0060.0020.0020.0060.00--20.00-
E-books and digital libraries8.3340.0040.0020.0020.0028.0028.008.0012.004.00
E-learning Platforms and Architectures11.0030.3048.4821.2124.2418.186.0624.246.0621.21
Games & Virtual Worlds to foster student's engagement and motivation8.6715.3838.4646.1526.9242.3111.543.853.8511.54
Interactive video lectures and video conferencing7.6734.7852.1713.0417.3913.0434.788.704.3521.74
Learning Objects reusability and digital repositories3.3310.0050.0040.0010.0010.0030.00-30.0020.00
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)13.0023.0853.8523.0825.6410.2623.0815.3812.8212.82
Open Source, Open Standards, and Federated Systems3.6727.2745.4527.2718.189.0927.2718.1827.27-
Semantic Web and Ontologies for Learning Systems0.6750.00-50.00100.00-----
Simulators, and Virtual and Remote Labs13.0020.5148.7230.7710.2625.6415.3810.2628.2110.26
Standardization, Reusability and Interoperability Issues0.67-100.00---50.0050.00--
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)9.0033.3355.5611.1133.3325.9314.81--25.93
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