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Survey results 2022 by disciplines for Games & Serious game... and The Worldwide. N=20 votes

Exploring the data by disciplines

Disciplines 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 infrastructuresImproving Digital LiteracyMaturity of the technologyMore funds to further development and implantationNew pedagogical methodologies that apply to the technologyRethinking the role of educators
Aerospace------------
Biomedical Engineering5.00--100.00100.00-------
Chemical and Biochemical Engineering------------
Civil Engineering------------
Computer Science and Software Engineering40.0037.5025.0037.5025.0037.5012.5012.5012.50---
Control Systems------------
Electrical and Computer Engineering------------
Electronics------------
Energy------------
Geoscience and Remote Sensing------------
Industrial5.00100.00---100.00------
Mechanical Engineering5.00--100.00-------100.00
Other15.0033.3333.3333.3333.3333.33---33.33--
Robotics------------
Technology and Engineering Education25.0020.0060.0020.00-60.00---40.00--
Telecommunications5.00--100.00------100.00-
Vehicular Technology------------
All disciplines100.0030.0030.0040.0020.0040.005.005.005.0015.005.005.00
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