Survey results 2022 by regions for Serious games and all disciplines. N=14 votes
Exploring the data by regions
Regions | Votes(%) | Time to adoption(%) | Challenges(%) | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 year or less | 2-3 Years | 4-5 Years | Creativity in designing learning experiences | Development of better technology infrastructures | Maturity of the technology | More funds to further development and implantation | Better understanding of new ways of interacting with students | Improving Digital Literacy | New pedagogical methodologies that apply to the technology | Rethinking the role of educators | ||
Europe | 7.14 | - | - | - | - | - | - | - | - | - | 100.00 | - |
Anglo America | - | - | - | - | - | - | - | - | - | - | - | - |
Latin America and Caribe | 92.86 | - | - | - | 7.69 | - | 53.85 | 7.69 | 7.69 | - | 23.08 | - |
Asia and Oceania | - | - | - | - | - | - | - | - | - | - | - | - |
Africa | - | - | - | - | - | - | - | - | - | - | - | - |
The Worldwide | 100.00 | - | - | - | 7.14 | - | 50.00 | 7.14 | 7.14 | - | 28.57 | - |