EdMedia 2026 (World Conference on Educational Multimedia, Hypermedia and Telecommunications) is a ICORE C conference held in Edinburgh, UK on 2026-05-25. The paper submission deadline is 2026-04-13. Acceptance notifications are sent on 2026-04-27.
Topics
The scope of the conference includes but is not limited to, the following topics as they relate to the latest research, development, applications, issues, and strategies, to explore new technologies, and to identify solutions for today’s challenges related to online learning. Click main topic to see all related subtopics.
EdMedia Innovate Learning Topics
AI in Education
Personalized Learning with AI:
AI-Driven Adaptive Learning Systems
Machine Learning Algorithms for Individualized Learning Paths
Models for Tailored Content Delivery
Intelligent Tutoring Systems:
AI-Powered Virtual Tutors
Natural Language Processing for Automated Feedback Systems
AI-Generated Educational Content:
Content Recommendation Systems based on Machine Learning
Automated Assessment and Grading:
AI-Enabled Automated Grading Systems
AI -driven Plagiarism Detection
AI-Powered Student Support and Guidance:
Chatbots with Natural Language Understanding for Student Assistance
AI-Driven Virtual Counselors
Data Analysis for Educational Insights using AI:
Predictive Analytics for Student Success
Deep Learning Models for Learning Analytics Dashboards and student paths
Ethical and Social Implications of AI in Education:
AI Bias Detection and Mitigation Techniques
Guidelines for Responsible AI Use in Education and Training
Advanced Technologies for Learning and Teaching
Collaborative technologies
Learning management systems and environments
Mobile teaching and learning technologies
Social networks & Social Software (podcasting, wikis, blogs, etc.)
Learning portfolios
E-publishing/digital libraries
Assessment and Research
Alternative and innovative assessment methods
Best practices in assessment
Performance and outcome assessment
Educational Policy, Reform, and Innovation
Contextualized innovation (accessibility, scalability, usability, & sustainability)
Education reform with technology
Government initiatives and programs
Policy issues and trends
Quality assurance and accreditation
Teacher education and technology integration
Evaluation and Quality Improvement Advances
Best practices in evaluation
Course, program, project, and other forms of evaluation
Data analytics
E-learning benchmarks and standards
Evaluating for quality improvement
Global Networks, Partnerships, and Exchanges
Global learning barriers, challenges, and concerns
Global learning communities
Global studies and education
Innovative Approaches to Learning and Learning Environments
Augmented reality
Authentic, contextualized, and real-world learning
Case, Scenario, Problem, Project -based learning
Collaborative learning
Communities of practice
Game-based learning
Learner-centered, and self-directed learning
Learning communities
Learning management and support systems
Lifelong, informal, and nontraditional learning
Personalized learning environments
Simulations for learning
Virtual reality learning environments
Open Education
Free and open source software
Localization of content and knowledge
Online language learning
Open access publishing
Open courses, open learning, open learning materials and open educational resources
Open education copyright and other legal issues
Open educational projects, partnerships, and consortia
Technologies for Socially Responsive Learning
Digital divide issues, initiatives, and cases
Digital and social media for engaging youth about cultures
Diversity
Education for sustainable development
Environmental education
Ethical, cultural, historical, and social issues in technology use
Learning technologies for transformational change
Rural community learning and technology
Technology solutions for marginalized populations
Technology uses in cross-cultural and multicultural contexts
Virtual and Distance Education
Blended learning
E-learning/E-training
Innovative online learning and educational programming
Mobile and ubiquitous learning
Online learning environments
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