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:
Call for Papers
▪ 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