Call for Papers

Submission

The offcial 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
September 18th, 2022
Notification of
acceptance
October 17th, 2022
Final camera-ready paper
submission
November 1st, 2022
Author’s registration
deadline
November 12th, 2022
Conference datesNovember 16th to
19th, 2022

Organizing Commi

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
Víctor García Ríos | victor.garcia@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
• Gamication
• 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
• Dseign 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: