Call for Papers

Papers describing original work are invited in any of the areas listed below. Acceptance will be based on quality, relevance and originality. Both full research reports and work-in-progress reports are welcome. Topics of interest for submission include, but are not limited to:


Track 1: Instructional Design and Technology
▪ Designing effective e-learning courses and programs
▪ Instructional design models and approaches
▪ Gamification and game-based learning
▪ Development and implementation of learning management systems (LMS)
▪ Design and development of multimedia learning resources
▪ Adaptive and personalized learning technologies
▪ Online and blended learning strategies and best practices


Track 2: Learning Analytics and Data Science
▪ Big data in education: collection, analysis, and interpretation
▪ Predictive analytics and early warning systems to identify at-risk students
▪ Learning analytics for student engagement and retention
▪ Student profiling and learner analytics
▪ Machine learning for personalized learning


Track 3: Mobile and Ubiquitous Learning
▪ Mobile and ubiquitous learning strategies and best practices
▪ Design and development of mobile learning applications
▪ Augmented reality and virtual reality in education
▪ Wearable technologies for learning
▪ Social media and collaborative learning
▪ Personalization and customization of mobile learning experiences


Track 4: Technology-Enabled Learning Environments
▪ Design and development of virtual and augmented reality environments
▪ Game-based learning and gamification of education
▪ Social learning platforms and communities of practice
▪ Personalized and adaptive learning environments
▪ Open educational resources (OER) and their integration with technology-enabled learning environments


Track 5: Inclusive Education and Accessibility
▪ Design and development of accessible learning resources
▪ Assistive technologies and accessibility in e-learning
▪ Accessibility considerations for different learner types (e.g., visual, auditory, physical, cognitive)
▪ Inclusive design and universal design for learning
▪ Accessible web design and digital accessibility best practices
▪ Challenges and opportunities in accessible education technology


Track 6: Future of Education and Emerging Technologies
▪ Artificial intelligence (AI) and machine learning in education
▪ Blockchain technology and its potential impact on education
▪ Internet of things (IoT) and connected learning environments
▪ Virtual and augmented reality in education
▪ Robotics and automation in education