The Fourteenth International Conference on Mobile, Hybrid, and On-line Learning

eLmL 2022

June 26, 2022 to June 30, 2022 - Porto, Portugal

Deadlines

Submission

Mar 26, 2022

Notification

Apr 22, 2022

Registration

May 06, 2022

Camera ready

May 10, 2022

Deadlines differ for special tracks. Please consult the conference home page for special tracks Call for Papers (if any).

Publication

Published by IARIA Press (operated by Xpert Publishing Services)

Archived in the Open Access IARIA ThinkMind Digital Library

Prints available at Curran Associates, Inc.

Authors of selected papers will be invited to submit extended versions to a IARIA Journal

Indexing Procedure

Affiliated Journals

eLmL 2022 - The Fourteenth International Conference on Mobile, Hybrid, and On-line Learning

June 26, 2022 - June 30, 2022

eLmL 2022
Onsite and Online Options: In order to accommodate a large number of situations, we are offering the option for either physical presence or virtual participation (pdf slides or pre-recorded videos).

ISSN: 2308-4367
ISBN: 978-1-61208-985-0

eLmL 2022 is colocated with the following events as part of DigitalWorld 2022 Congress:

  • ICDS 2022, The Sixteenth International Conference on Digital Society
  • ACHI 2022, The Fifteenth International Conference on Advances in Computer-Human Interactions
  • GEOProcessing 2022, The Fourteenth International Conference on Advanced Geographic Information Systems, Applications, and Services
  • eTELEMED 2022, The Fourteenth International Conference on eHealth, Telemedicine, and Social Medicine
  • eLmL 2022, The Fourteenth International Conference on Mobile, Hybrid, and On-line Learning
  • eKNOW 2022, The Fourteenth International Conference on Information, Process, and Knowledge Management
  • ALLSENSORS 2022, The Seventh International Conference on Advances in Sensors, Actuators, Metering and Sensing
  • SMART ACCESSIBILITY 2022, The Seventh International Conference on Universal Accessibility in the Internet of Things and Smart Environments

eLmL 2022 Steering Committee

Maiga Chang
Athabasca University
Canada


Daniel Amo Filvà
La Salle - Universitat Ramon Llull
Spain


Alexander Mikroyannidis
The Open University
United Kingdom


Rodica Neamtu
Worcester Polytechnic Institute
USA


Special tracks:

EUEHL: Earning User Engagement in Hybrid Adult Learning
Chair: Daniela Pellegrini, R&D Manager, Piazza Copernico srl., Italy dpellegrini@pcopernico.it

TITPD: Teacher Implementation, Training, and Professional Development for Mobile, Hybrid, and Online Learning
Chair: Dr. Rachel Van Campenhout, VitalSource Technologies, USA rachel.vancampenhout@vitalsource.com

eLmL 2022 conference tracks:

Trends in eLmL 3.0&4.0 systems

Inference learning; Active learning; Learning through pictures; Collaborative active learning and augmented reality; Project-based learning; Inline learning analytics; Blended learning; the Flipped classroom; Inquiry-based learning; Lecture capture systems; Learning from serious games; Pedagogical design and learning interaction; Interactive multimedia-based systems; 3D interactive applications; Meta-learning (mining, recognition, patterns, etc.); Didactic proof assistants; Annotated learning videos; Multimodal learning environments; Co-learning methodologies; Learning Objects; Digital badge systems; eTextbook; eSchool Bag; Online music education

Adaptive eLearning

Peer-assessment in learning (eLmL) systems; Self-assessment in eLmL; Reflective thinking; Self-regulated learning; Attention training mechanisms; Context-aware collaborative learning; Self-evaluation learning systems; Adaptive tutoring systems; Emotion-driven learning; Assessment of self-learning systems; Adaptive learning systems for adults; Adaptive learning systems for children; Adaptive blended learning systems; Learners feedback in adaptive learning systems; Learners reflection in adaptive systems; Learning with mobile recommender systems; Learning interaction patterns; Perceived learning quality metrics; Personalization of e-Learning courses; Assessing pedagogical satisfaction

(Augmented) Virtual reality and social games

Virtual and augmented learning environments; Spatial augmented reality; Serious games; Entrepreneurship social games; Collaborative visualization; Training via virtual reality-based systems (spatial-orientation, dental anesthesia, etc.); Virtual reality-based therapies (phobias, fear of flying, etc.); Expression recognition; Serious games applications (rehabilitation, surgical education, warfare, etc.)

Learning-oriented devices and networks

Mobility (IEEE 802.11 standards, engineering, smart devices); Mobile communications; Hardware/software systems for mobile communications; Evolution from 3G to 4G and beyond; Mobile networking; Wireless networking; Wireless access (WPAN, WLAN, WLL); Mobile IP, VoIP, IPTV, etc.; Satellite technologies for e-learning; Next generation of mobile technology; User-oriented device interfaces; Adaptable student/device interaction; Wearable devices

Learning-oriented technologies

Architecture of learning technology systems; Informal learning; Formal/informal exploratory and serendipitous learning; Advanced uses of multimedia and hypermedia; Integrated learning and educational environments; Remote and wireless teaching technologies; Anytime/anywhere e-learning and wearable network devices; Adaptive e-learning and intelligent applications/tools; Agents technology; Intelligent tutoring systems; Training e-learning teachers; Practical uses of authoring tools; Application of metadata and virtual reality

Tools and platforms

eLmL learning tools (basic infrastructure, content management, cross-media publishing, social & cooperative learning, lecture recording); Tools and architectures for mobile/ubiquitous e-learning; SOA for e-learning; Web 2.0 and social computing for learning; Ontologies and semantic Web standards for e-learning; Adaptive and personalized educational hypermedia; Peer-to-Peer learning applications; Social software for collaborative learning; Socially intelligent agents; e-Learning platforms, portals and virtual learning environments; Embedded systems education; Wearable computers and education; Multimedia environment for teaching; Web-based learning, including Wikis and Blogs; Learning content management systems

On-line learning

Content engineering (authoring, standards, metadata, process models); Internet based systems; Navigational aspects for on-line learning; Virtual spaces for learning communities; Internet supported ubiquitous learning; Mobile eLearning applications; Pervasive eLearning scenarios; Multi-agent technology applications in Web-based education; Semantic social networks; Community discovering in social learning systems; Social structure exploitation in e-learning

Mobile learning, teaching, and training

Advanced teaching and learning technologies for mobile learners; Advanced software and hardware systems for mobile learning and teaching; Virtual mobile learning environments; Adaptive learning strategies Advanced curriculum and courseware for mobile learning and training; Security issues of mobile learning; Learning management systems for mobile learning; Ontologies and pedagogical models; Testing, assessment and quality issues of mobile learning; Faculty and professional development on mobile teaching and learning Infrastructure, administrative and organizational issue of mobile learning; Applications of mobile technology in open, distance, and corporate education; National and international projects, strategies, and policies on mobile learning

Hybrid learning

Didactics of eLmL (informal learning, ambient and augmented learning, cooperative learning); Teacher-centric and student-centric approaches; Self-learning integrated methodology; Learner autonomy; Interactive hybrid learning; Assessment strategy for hybrid learning; Collaborative learning/groupware; Content management for hybrid learning; Digital libraries for hybrid learning; Effective content development experiences in hybrid; earning; Improved flexibility of learning process; Institutional policies; Instructional design issues; Organizational framework for hybrid learning; Outcome based teaching and learning; Pedagogical issues

Challenging technical aspects

Tutoring eLearning applications and services; Teaching eLearning methodologies and technologies; National and international projects on e-learning; e-Learning industry and universities programs; Application of instructional design theories; Reflection in learning software and hardware; Social impact metrics on distance learning; Methodologies and processes for education; Curriculum projects and experiences; Educating the educators; Simulated communities; Online mentoring; Cultural, social, and gender issues; Personalization; Corporate training

eLearning materials

Cognitive aspects of interactive multimedia learning materials; Challenges of user-activated learning feature (text, still or moving image, sound and music); Empirical studies on usage (perception, interaction and reading patterns); Learning outcome of multimedia materials; Comparative studies of effect of media with variants of similar content; Aesthetics of learning materials; Case-studies on the visuals materials; Studies on design principles and practices; Analyses of the visual aspects of commercial products; Analysis of preferences of users and educators

Assessing eLmL

Organization of eLmL (quality management, learning networks); Cost models for eLearning; E-market place for higher education; Evaluation of eLearning; Social benefits of eLearning; e-Learning effectiveness and outcomes; Global trends in eLearning

Education in developing regions

National/international strategies; Evaluation of learning technology systems; Emerging and best practices; Managing quality in eLearning; Standards related activities


Deadlines:

Submission

Mar 26, 2022

Notification

Apr 22, 2022

Registration

May 06, 2022

Camera ready

May 10, 2022

Deadlines differ for special tracks. Please consult the conference home page for special tracks Call for Papers (if any).

Technical Co-Sponsors and Logistic Supporters