Conference Information
ICFET 2026: International Conference on Frontiers of Educational Technologies
https://www.icfet.org/
Submission Date:
2026-03-01
Notification Date:
2026-03-25
Conference Date:
2026-06-12
Location:
Tokyo, Japan
Years:
12
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Call For Papers
ICFET has been established over the recent 11 years as an important conference, which offers this communication platform for academicians, scientists, researchers and industry professionals over the world to show their research results and network and exchange ideals. The areas of interest are listed below. But not only limited, other topics related to Frontiers of Educational Technologies will also be considered.

Topics of Interest

1. Artificial Intelligence in Education

    Applications of AI in personalized learning and assessment
    AI-driven tools for student engagement and feedback
    Ethical implications of AI in educational contexts

2. Virtual and Augmented Reality in Learning

    Innovative uses of VR and AR in immersive learning experiences
    Impact of virtual environments on student engagement and understanding
    Designing effective VR/AR educational content and applications

3. Cybersecurity in Educational Technologies

    Best practices for protecting student data and privacy
    Cybersecurity threats facing educational institutions
    Frameworks for developing secure educational technology solutions

4. Coding and Computational Thinking Education

    Integrating coding into K-12 curricula
    Fostering computational thinking skills across disciplines
    Evaluating the impact of coding education on student learning

5. Cloud Computing in Education

    Benefits and challenges of cloud-based learning platforms
    Collaborative tools powered by cloud technology
    Ensuring accessibility and equity in cloud-based education

6. Gamification for Learning Enhancement

    Designing effective gamification strategies for educational settings
    Measuring the impact of gamification on student motivation and achievement
    Successful case studies of gamified learning environments
Last updated by Dou Sun in 2026-02-05
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