The document discusses trends in technology use in engineering education as analyzed in Horizon Reports from 2004 to 2014. It summarizes key technologies identified in each report, including mobile devices, augmented reality, social networking/computing, games/virtual worlds, and semantic web applications. It also describes an EDUCON survey analyzing perceptions of emerging technologies and their potential impact on education.
A Critique of the Proposed National Education Policy Reform
Trends Tech Engineering Education
1. Trends of Use of Technology in Engineering Education Sergio Martín Electrical and Computer Dep. (DIEEC) UNED – Spanish University for Distance Education smartin@ieec.uned.es
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4. Sergio Martín - smartin@ieec.uned.es - Scalable vector graphics Learning objects Context-aware computing Rapid prototype Multimodal interfaces Extended learning Ubiquitous wireless networks Intelligent search Educative gaming Social networking& Knowledge web Social computing Personal broadcas-ting Phones in their pockets Educative gaming Augmented reality & enhanced visualization Context-aware environments & devices 2004 Horizon Report 2005 Horizon Report User-centered content Social networks Mobile phones Virtual worlds New scholarship & new publications 2007 Horizon Report Massive gaming Grassroots video Collaborative web Data mash-up 2008 Horizon Report Collective Intelligence Social Operating Systems 2009 Horizon Report Mobiles Geo-all Personal web Semantic apps Smart objects 2006 Horizon Report Knowledge web Context-aware computing /Augmented Reality Cloud Computing Horizon Reports 2004-09 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
5. Sergio Martín - smartin@ieec.uned.es - Scalable vector graphics Learning objects Context-aware computing Rapid prototype Multimodal interfaces Extended learning Ubiquitous wireless networks Intelligent search Educative gaming Social networking& Knowledge web Social computing Personal broadcas-ting Phones in their pockets Educative gaming Augmented reality & enhanced visualization Context-aware environments & devices 2004 Horizon Report 2005 Horizon Report User-centered content Social networks Mobile phones Virtual worlds New scholarship & new publications 2007 Horizon Report Massive gaming Grassroots video Collaborative web Data mash-up 2008 Horizon Report Collective Intelligence Social Operating Systems 2009 Horizon Report Mobiles Geo-all Personal web Semantic apps Smart objects 2006 Horizon Report Knowledge web Context-aware computing /Augmented Reality Cloud Computing Horizon Reports 2004-09 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014