Call for papers - Submission

The official language of ICALTER 2024 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 |A4 Template |LaTeX Template.

— Full papers must be submitted by using the EASY CHAIR system.
— Accepted papers must be presented orally, and the final version must be submitted for publication in the IEEE Xplore Digital Library

Download the CFP
Important Dates
Full paper submission date1st Call October 15th, 20242nd Call October 30th, 2024
Notification of acceptanceNovember 20th, 2024
Final camera-ready paper submissionDecember 1st, 2024
Author’s registration deadlineDecember 4th, 2024
Conference datesDecember 10th to 12th, 2024
Organizing Committee
Conference TopicsThe topics of interest include, but are not limited to:
E-Learning: Projects and Experiences
  • E-learning standards
  • E-portfolios
  • Virtual Universities
  • E-Tutoring & Mentoring
  • Learning Objects and Open Educational Resources
  • Learning Object 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 Photography, Digital Television, and Digital Video and Digital Media
  • Internet as a Medium for Cinema, Movies, Video, Film Communication
  • Internet Media Studies
Digital Experience in Education
  • Digital literacy, media literacy, and digital competence
  • Rethinking assessment
  • Training, teaching, entertainment
  • Instructional Design and Curriculum Priorities
  • Keeping students engaged
  • Transition from face-to-face to online learning
  • The Impact of COVID-19 on Education
  • Education and technology in the post-COVID-19 era
  • Ensuring students and teachers well-being in the post-COVID-19 era
Virtual Reality and Artificial Intelligence in Education
  • Adaptive educational systems
  • Intelligent modelling
  • Authoring tools for intelligent tutoring systems
  • Learning with AI systems
  • Chat GPT in Education
  • Agent-based learning environments
  • Architectures for ai-based educational systems
  • Machine learning
  • Learning analytics and educational data mining
  • Pedagogical agents
  • 2d/3d and volumetric display and projection technology
  • 3d authoring
  • Immersive / 360° video
Digital Experience in Education
  • Flipped classroom and Flipped Learning
  • Games, Virtual and Augmented Reality
  • Gamification
  • Game Based Learning
  • Mobile Technologies
  • Cloud-based technologies
  • 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)
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