Submission
The official language of ICALTER 2022 is ENGLISH. The maximum number of authors per paper, including co-authors is four (4). Papers must be submitted in PDF format having a maximum extension of four (4) pages, following the IEEE Conference Template.
— Full papers must be submitted by using the EASY CHAIR system.
— Accepted papers must be presented orally to be submitted for publication in the IEEE Xplore Digital Library
Important Dates
Full paper submission date | Last Call October 9th, 2022 |
Notification of acceptance | October 30th, 2022 |
Final camera-ready paper submission | November 10th, 2022 |
Author’s registration deadline | November 10th, 2022 |
Conference dates | November 16th to 19th, 2022 |
Organizing Committee
Conference Chair
Carlos Raymundo | carlos.raymundo@upc.pe
Conference Treasurer
Romel Jimenez Paredes | rjimenez@ieee.org
Technical Program Chair 1
Eliana Gallardo | eliana.gallardo@upc.pe
Technical Program Chair 2
Rossana Barros | rossana.barros@upc.pe
Publication Chair 1
Gianpierre Zapata Ramirez | gianpierrezr@gmail.com
Publication Chair 2
Heyul Chavez Arias | heyul.chavez@gmail.com
Information Contact 1
Carmen Cornejo | ccornejohuatuco@ieee.org
Communication and Social Media
Verónica Morales Vivanco | vmoralesvivanco@gmail.com
Conference Topics
The topics of interest include, but are not limited to:
Digital Experiences in Education
• Digital literacy, media literacy and digital competence
• Understand teaching and learning
• Improving Learning and Teaching
• Rethinking Assessment
• Teacher Training and Support
• Instructional Design and Curriculum Priorities
• Keeping Student Engaged
Emerging Technologies in Education
• Flipped classroom and Flipped Learning
• Games, Virtual and Augmented Reality
• Gamification
• Game Based Learning
• Mobile Technologies
• Virtual Reality and Augmented Reality
• Cloud based technologies
• Open Educational Resources
• Open Access Education
• Social and Digital Media in Education
• Simulation
• Learning scenarios based on virtual worlds
• Digital Technology in STEAM (Science, Technology,
Engineering, Arts and Maths)
E-Learning: Projects and Experiences
• Computational architecture and solutions for
teaching and learning problems
• Design Thinking
• E-learning
• E-portfolios
• Learning Objects and Open Educational Resources
• Learning Objects Repositories
• Learning analytics and educational data mining
• Massive Online Courses (MOOCs)
• Mobile learning, educational television and
ubiquitous learning
• Remote, online and hybrid learning
Mass media and technology
• Communication, Mass Media and Culture
• Communications Media Technologies
• Digital Culture and Communication
• Digital Propaganda and advertising
• Digital TV Audiences
• Digital Film, Digital Television, and Digital Video and
Digital Media
• Internet as a Medium for Cinema, Movies, Video, Film
Communication
• Internet Media Studies
COVID19: Remote and distance learning
• Transition from face-to-face to online learning
• Digital Techonologies and Resources for Learning under
Lockdown
• Ensuring Students and Teachers Well-being
• The Impact of COVID-19 on Education
• Management of educational institutions in the
pandemic
• Education and technology in the era of COVID-19
Organized by:


Indexing in:

Technical Sponsor:
