Call for papers
Papers could report research on any of eight themes, in any discipline: STEM, arts, engineering, computer science and more. Main-track papers were published in Springer LNET.
Conference themes
Theme 1: Development of technologies to support education
- Game-based learning and serious games
- Mobile and hand-held device-based learning
- Infrastructure for large-scale deployment of e-learning
- Learning analytics, AI in Education (AIED), multimodal learning analytics (MMLA), educational data mining (EDM)
- Semantic web technologies in education
- Smart learning environments
- Techniques and standards for learning resources
- Virtual and augmented reality
- Technology-based learning environments
- Ethics of educational technology
- Ethical use of educational technology
- Generative AI and education
Theme 2: Understanding how people learn
- Theories of learning, instruction and the role of technology
- Cognitive and metacognitive insights of learning
- Problem solving, computational thinking, reasoning, visuo-spatial thinking
- Disciplinary and interdisciplinary practices
- Affective aspects of learning
- Social and emotional learning
Theme 3: Pedagogical strategies and interventions
- Innovative use of ICT for content development and classroom use
- Adaptive and personalised approaches
- Assessment and evaluation models for technology-enhanced learning
- Impact of social networks on learning
- Pedagogies for TEL environments, online and blended learning
- Technology-supported learning of disciplinary knowledge
- Teacher professional development
Theme 4: Access, scale and sustainability
- Low-tech ed-tech
- Diversity, equity and inclusion
- AI and special education
- Bridging the urban–rural gap in education
- E-learning in vernacular languages
- Open educational resources
- Massive open online courses
- Socioeconomic factors in technology-enhanced learning
- Quality and standards in technology-enhanced learning
- Scaling initiatives in education
- Research–practice partnerships for educational initiatives
- Policy issues on technology in education
Theme 5: Culture and technology
- Role of culture in technology-enhanced learning
- Digital storytelling and cultural narratives
- Cross-cultural collaboration in the digital age
- Cultural impact of social media and online communities
Theme 6: Out-of-school and informal learning
- Community-based learning
- Informal learning environments
- Online platforms for informal learning
- Cultural and recreational learning
- Parental involvement in learning
- Life skills and personal development
- Mobile learning and informal education
- Socioeconomic factors in informal learning
Theme 7: Education for the Sustainable Development Goals
- Social and emotional learning
- Bringing the principles and goals of sustainable development into curricula
- Global citizenship education
- Environmental education
- Civic education and advocacy
Theme 8: Democracy, technology and education
- Ed-tech for democracy
- Citizenry education
- E-governance in education
- Media literacy and critical thinking
- Social media and informal civic unlearning
- Critical studies of educational technology
Five ways to take part
Sessions included paper presentations, posters, interactive workshops, best practice and teaching demo sessions, and tool and product showcases.
What each track asked for
Page lengths include references. Main-track papers (original research and experience reports) were published in Springer LNET.
Original research track
Papers report original research on one of the conference themes. They should have a clear theoretical basis that builds on existing literature, a carefully designed study with appropriate research methods, a clear and complete description of the methods, and an explanation of the paper’s contribution to existing knowledge.
Research may use quantitative, qualitative or mixed methods, or design-based research, as long as the methods support the claims.
Full papers (12–14 pages) describe the background, theoretical basis, methodology, findings, their interpretation and implications. Short papers (6–8 pages) make a significant contribution but may miss one or more criteria of full papers, for example small-scale studies or extensions of the authors’ earlier validated research.
For researchers from academia (schools and higher education in all disciplines, including research students), industry, government and NGOs or foundations.
Experience report track
Observational papers on implementation and practice. They describe how an educational technology was developed and used, the context (classroom, online and so on) and the data collected, and reflect carefully on what did or did not work and why. They are grounded in prior literature and highlight what is new about the experience. Unlike research papers, the emphasis is on helping other practitioners adopt the work, not on generalisability or threats to validity.
Reports include the objectives, design principles, implementation details, an evaluation, lessons learned and recommendations. They are judged on the real-world validity of the setting, the broad applicability of the findings and their practical impact; contributions can cover practical challenges and deployments, insights from real-world use, case studies of what helps or hampers technology in education, or applying known solutions in new settings.
Especially for school and college instructors, industry practitioners and development professionals, and those working on teacher development or implementation, for example in non-profits and foundations. Papers marketing or showcasing company products are rejected.
Hands-on workshop proposals
Workshops on a topic related to the conference themes, run as active 1½–2 hour sessions on a focused issue of current interest, with much of the time spent on structured group work, collaborative design or editing, programming or data analysis.
Proposals are two-page abstracts in Springer format; the content could follow the workshop proposal template. They are evaluated on relevance, expected interest and quality, subject to available facilities. Abstracts of accepted workshops appear in the EdTech Society proceedings.
Submitted through Microsoft CMT (see the submission page). Queries went to [email protected].
Best practices / teaching demos
Innovative teaching strategies, or uses of tools for teaching and learning, in classrooms, online and blended settings, skills training and similar contexts. Two-page abstracts in Springer format with the objectives, the strategy or method, and how others can use it. Only practices you have actually used, not ideas.
Reviewed on relevance and innovativeness; accepted abstracts appear in the EdTech Society proceedings. For school teachers, higher-education instructors, trainers, pedagogy and technology advisors, and implementation partners such as NGOs.
Submitted through Microsoft CMT (see the submission page). Queries went to [email protected].
Tool / product demos
Demos of interactive tools, new software, apps or technology-enhanced environments useful for learning, teaching or educational research. 300–500 word abstracts in Springer format with the objectives, a description of the tool or product and how it can be applied.
Reviewed on innovativeness, relevance and readiness; accepted abstracts appear in the EdTech Society proceedings. Of particular interest to designers and developers in industry, NGOs, foundations and academic institutions.
Submitted through Microsoft CMT (see the submission page). Queries went to [email protected].
