ICT Needs and Trends in Engineering Education Abstract— Many technologies are shaping the way we learn and teach engineering education. Using learning technologies successfully in the classroom requires educational research to discover the usefulness of existing tools, the absence of desired tools, and the best pedagogical-use models to ensure that student knowledge grows and matures. This paper documents the results of a global survey on engineering education learning technologies that was distributed to a diverse group of engineering researchers and practitioners. The survey asked each participant to choose the three learning technologies that will likely impact engineering education in the near future. 375 participants responded to the survey offering the current view of learning technologies in engineering education. The results from data mining are documented so that researchers in learning technologies can focus on theory and product development. Keywords— Engineering education, enhanced learning meta-trends. I. survey, technology areas and consistent results were obtained regardless of continent of residence. The following technologies were selected. • 3D printing: a process of making a three-dimensional solid object of virtually any shape from a digital model [5]. • Augmented reality for learning: a technology that basically merges information or images with video streamed from a webcam or mobile cellular telephone camera. This can be considered a step beyond data mashup. This technology can be applied to some of the many potential revolutionary applications in education, including the study of architecture, art, anatomy, languages [6], decoration, or any other subject in which a graphic, simulation or 3D model could improve comprehension [7]. • Cloud computing: this technology is based on the idea that a user’s information and software must be on the Internet and no longer stored only on the hard disk of the computer. All user data and services will be available in any device with an Internet connection and a web browser [8]. • Digital accreditations (badges): its use in e-learning is intended to foster student motivation increase by gamifying the educational process [9]. • E-books and digital libraries: e-books replace traditional printed text with electronic text and potentially dynamic content accessed through hyperlinks and embedded media [10]. Today, many of those technologies have matured and the penetration of successful e-book readers, such as the Amazon Kindle and Apple iPad, into the worldwide consumer market has finally made e-books and digital libraries attractive and affordable. Engineering textbook publishers are beginning to publish textbooks in electronic form and often supplement the traditional printed text with dynamic content. Thus, this technology seems poised to dramatically change the distribution of the traditional asynchronous and supplemental study materials from print to electronic form. • E-learning platforms and architectures: content/learning management systems designed to encapsulate, administer, and assess student learning of educational modules. Example e-learning platforms include the commercially licensed Blackboard environment and the open source Moodle environment. Most e-learning platforms include tools for content distribution, social interaction (chat rooms, forums, whiteboards, and blogs), and automated assessment through homework and exams. These technology- INTRODUCTION There are various references and bibliographic sources in which experts predict which technologies will be the most relevant in future education [1]. One example is the UK eLearning Market Report [2]. The Horizon Reports also predict the impact of emergent technologies on education across the world [3]. However, these studies about general educational trends do not focus specifically on the needs of engineering educators in higher education [4]. Engineering educators may require different technologies than the ones used in general education. This paper documents the results of a worldwide survey of engineering education researchers and practitioners as a first step in measuring trends and perceptions. The survey was designed as a minimal instrument where each participant was asked to choose three technologies that had the most potential to have an impact on engineering education. Each participant also predicted the time when the selected technologies would become a standard instructional tool. The results of the survey can be a tool for researchers in the area of learning technologies for engineering education by identifying the perceived most important technologies in this arena in the near future. As such, it may help researchers decide where to focus their efforts. II. METHODOLOGY The survey relied on the demographic reliability of the distribution list because it was sent to members of several worldwide engineering education societies and to the authors’ list of international engineering education conferences. The survey asked the participants to predict the most important learning technologies that will impact engineering education in the near future. Each participant voted for three 978-1-4799-8706-1/15/$31.00 ©2015 IEEE 20-24 September 2015, Florence, Italy Proceedings of 2015 International Conference on Interactive Collaborative Learning (ICL) platforms have been integrated into both residential campus educational models as well as in distance learning educational models. Studies on the effectiveness of using parts of these platforms with students have been documented for Spain [11], India [12] the United States [13] and some other countries as well. • Games & virtual worlds to foster student’s engagement and motivation proponents of educational games argue that today’s students are used to a different kind of interaction [14]. Students would benefit from more interactive and engaging learning material because this is how they have acquired a great deal of their cultural knowledge [15] [16]. • Intelligent tutoring: these systems provide personalized support to students during their learning process [17]. • Interactive video lectures and video conferencing: broadband wired, wireless, and cellular networks have been extended to large numbers of citizens in developed societies. These networks allow the transmission of duplex audiovisual data and greatly enhance the utility of video conferencing. State-ofthe-art software packages available on any computer allow simultaneous file sharing and provide basic collaboration tools such as whiteboards [18] [19] [20]. • Learning analytics: the measurement, collection, analysis and reporting of data about learners and their contexts, for purposes of understanding and optimising learning and the environments in which it occurs. Much of the software that is currently used for learning analytics duplicates functionality of web analytics software, but applies it to learner interactions with content. • Learning objects reusability and digital repositories: a digital learning object [21] consists of content (e.g., images, text, videos, and simulations) and an interface (e.g., metadata) to allow user access. These objects are reusable, manageable, and discoverable, and they represent the basis for content delivery and exchange in an educational environment. This initiative has focused mainly on educational contents, leading to results such as ADL SCORM, IEEE LOM, or IMS QTI. • Massive Open Online Courses: MOOCs have lately attracted important interests to the educational landscape. They may be used to acquire professional competences following pre-defined personal learning pathways. • Mobile and ubiquitous technologies for Learning (including Smartphones and iPad): mobile cellular telephones as well as tablet computers present new platforms for learning applications [22]. Many of these devices have significant solid-state data storage and thus make large learning databases portable. Common examples include language dictionaries, historical references, and corporate training guides [23]. Perhaps more powerful, however, is the potential for dynamically served content from cellular networks, wireless hotspots, and global positioning systems [24]. This location awareness allows augmented reality [25] and knowledge discovery [26] with new data pushed to the user as the user moves within the real space of the location geography [27]. • Open source, open standards, and federated systems: software based on open distribution of the source code that forms the software’s foundations [28]. This means that any technically competent programmer can examine the inner workings of the source code and make changes to the operation of the software. According to Pountain [29], an open standard is a standard that is independent of any single institution or manufacturer, and to which users may propose amendments [28]. Open standards are transparent descriptions of data and behavior that form the basis of interoperability [28], which is the basis of the creation of federated systems. Some common open standards include Digital Object Identifier System (DOI) and Dublin Core Metadata Initiative (DCMI). • P2P on-line assessment: consists on getting students to evaluate their peers’ work. This is useful for large communities in which it is impossible for teachers to grade individually by hand [30] [31]. • Simulators and virtual laboratories: are software programs that emulate the operation of real laboratories and enable students to practice in a “safe” environment before using real components. The main difference is that virtual labs are usually web-based while simulators are not. Examples of virtual laboratories include an optical networking virtual lab [32] and a virtual lab for programmable logic controllers [33]. • Remote laboratories: provide a virtual interface to a real component. These laboratories usually allow for the component behavior to be observed through a webcam and thus give students a more realistic view of system behavior [34] [35] [36]. • Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.): social interaction puts the user at the center of attention as an active player. This notion naturally extends from the Web 2.0 philosophy [37], in which content is the key driver of new media applications and collaboration and social interaction are the driving forces behind opinions (e.g., through blogs), knowledge (e.g., on wikis) or the sharing of digital artifacts (e.g., presentations, photos, audio, and video). 978-1-4799-8706-1/15/$31.00 ©2015 IEEE 20-24 September 2015, Florence, Italy Proceedings of 2015 International Conference on Interactive Collaborative Learning (ICL) III. RESULTS The results show that some technologies were indeed predicted by the survey participants as the most promising for engineering education: e-learning platforms and architectures (9.69%) were forecasted in a short term. The second most voted technology was 3D printing (8.36%). It was forecasted for a mid-term. Other technologies that also obtained a significant number of votes were e-books and digital libraries (8.18%), simulators (7.91%) and mobile and ubiquitous learning technologies (7.02%). Table 1 shows the complete list of results. TABLE I. SURVEY RESULTS (N=375). Technologies % Votes 3D printing 8.36% Augmented Reality for Learning 3.02% Cloud computing 6.49% Digital accreditations 1.24% E-books and digital libraries 8.18% E-learning Platforms and Architectures 9.69% Games & Virtual Worlds 3.56% Gesture-based computing 0.80% Intelligent tutoring systems 4.71% Interactive video lectures and video conferencing 5.78% Learning analytics and semantic web 2.31% Learning Objects reusability and digital repositories 2.76% Massive Open Online Courses 6.58% Mobile and Ubiquitous Learning 7.02% Open Source, Open Standards, and Federated Systems 4.09% P2P online assessment 0.89% Remote labs 5.60% Simulators 7.91% Virtual labs 6.31% Web 2.0 tools and social networks for learning 4.71% IV. CONCLUSIONS A learning technology survey was designed and administered to a significant and diverse set of participants that are actively researching and practicing engineering education around the world. The major contribution of this study is a large data set collected from a statistically significant sample population of more than 375 worldwide survey participants. The survey results indicate that e-learning platforms and architectures are still very promising for engineering education. Also they indicates that some engineering-focused technologies such as 3D printing, simulators and virtual/remote labs are significantly impacting the engineering educational process. Thus, researchers may use these results to make decisions about what technology research areas to pursue. The data set also suggests trends in engineering education learning technologies and provides a glimpse into how educators expect these technology areas to enhance and change engineering education in the near future. ACKNOWLEDGMENT The authors acknowledge the members of the IEEE Education Society, the ASEE Educational Research and Methods Division (ERM), and the ASEE Engineering Technology Division (ETD), as well as the IEEE EDUCON paper authors and conference attendees for their participation in the survey. The authors also acknowledge the governing boards of the IEEE Education Society, ASEE ERM, ASEE ETD, and IEEE EDUCON for their help in conducting this survey. The authors also acknowledge the New Media Consortium, who publishes the Horizon Report Project, for their support and inspirational work. The authors acknowledge the support provided by eMadridCM project ("Investigación y Desarrollo de Tecnologías para el E-Learning en la Comunidad de Madrid – S2013/ICE-2715). REFERENCES [1] J. Heywood, “Engineering Education: Research and Development in Curriculum and Instruction,” IEEE Press: Piscataway, N.J., Wiley Interscience. 2005. [2] D. Patterson, G. Jung, and G. 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