Información de la conferencia

ICETM 2025: International Conference on Educational Technology Management

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Día de Entrega:
2025-09-25 Extended
Fecha de Notificación:
2025-10-15
Fecha de Conferencia:
2025-11-07
Ubicación:
Guangzhou, China
Años:
8
Vistas: 13357   Seguidores: 0   Asistentes: 0

Solicitud de Artículos

ICETM 2025 (International Conference on Educational Technology Management) is an academic conference held in Guangzhou, China on 2025-11-07. The paper submission deadline is 2025-09-25 (extended). Acceptance notifications are sent on 2025-10-15.

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
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