The pervasive nature of smart devices and Web 2.0/3.0 technologies have set the pace for rapid digital transformation of not only how governments are redefining their services and delivery, or how organizations conduct business but also the way citizens live in society. The Internet of Things (IoT) has similarly transformed the educational landscape and paved the way for enriched learning experiences. In addition to optimizing the technology enablers to IoT, society also needs to address the security, social, privacy and psychological aspects of the IoT ecosystem.
The 15th International Learning and Technology (L&T 2018) Conference is a unique opportunity for researchers, entrepreneurs, technology developers and policy makers to address current challenges and advances in the field. Specifically, it will examine the modern practices and potential of IoT and the way it affects the digital transformation, innovation, and social, economic and educational developments both locally and globally.
The conference will feature keynote presentations, thought-provoking paper presentations, workshop sessions and a stimulating panel discussion covering the latest developments in the IoT ecosystem. Join us and explore new collaboration opportunities, cultivate your social and knowledge networks, and compliment your core experience!
The L&T 2018 conference is co-sponsored by the IEEE Western Region Section and the IEEE Computer Society (C16). All accepted papers will be published on the IEEE Xplorer website and the best papers will be published in the international Journal of Knowledge Society Research.
The gamiLearning Conference
会议地点: Lisbon, Portugal
Play is a timeless practice in education. Global trends in games for learning continue these age-old cultural traditions in the uses of social game play for a variety of educational purposes. Research that investigates the cognitive learning potential of game play, game analysis and game creation increasingly demonstrates the ways that games can support creative skills, knowledge and literacies across the curriculum.
In addition to the affordances of game play, games have also generated concerns and panics about their role in society, following a long tradition of media panics. Research related to the type of learning that is supported by game design and coding support these uses of game creation and design for a broad variety of educational purposes.
Play2Learn, the culminating event for GamiLearning, an international research project funded by the Foundation for Science and Technology (FCT) in Portugal and supported by the UT-Portugal project at The University of Texas at Austin offers an opportunity for scholars and practitioners to share their research findings and to enrich the dialogue about the role of games in the learning environment. We are looking for research related to game play and game/media creation in formal and informal learning spaces for a wide range of topics and audiences.
List of Topics: -The Role of Play in Media Education for All -Pedagogies of Play -Game Creation for Learning -Digital Game Creation by Students and 21st Century Literacy -Game-Based Learning for Children and Youth -Do It Yourself Media -The Value of Gamification -Social Media and Learning -Youth Media and Learning -Technologies for Learning through Play
Canadian International Conference on Advances in Education, Teaching &Technology
会议地点: Toronto, Canada
EduTeach2018 is the premier forum for the presentation of new trends, advances and research results in the fields of Education & Technology. It will bring together leading educators, Software developers, scientists, researchers, school principals, Education Administrators, Student Councilors, PhD students & Master Students from around the world.
We welcome individual paper presentations, panel sessions, round table discussions, performances, short films and posters. Your participation in EduTeach2018 may be under the following categories (Original research paper, published article, Dissertation/PhD thesis, Research abstract, Listener, Digital poster, Co-author, and Virtual)
MAIN THEMES OF THE CONFERENCE -Teaching & Learning relationships -Students & Teachers relationships -Ongoing projects, Trends, Issues & Challenges -How to overcome organizational issues -General Issues & future of the industry -Technology in Education & Teaching