LEARNING OBJECTS AND TECHNOLOGIES (LACLO2016)

ELEVENTH LATIN AMERICAN CONFERENCE ON LEARNING OBJECTS AND TECHNOLOGIES (LACLO2016)

San Carlos, Alajuela, Costa Rica, October 3 – 7, 2016
http://www.laclo.org/laclo2016

Educational research and technologies
• Experiences of educational use of technologies.
• Virtual communities of learning and practice.
• Impact of educational technologies.
• Problematic in integrating technology in education fields.
Educational needs and technological solutions
• Educational problems and development of relevant technologies.
• Pedagogical theories, educational models and development of technologies.
• New students and teachers: roles, relationships and technologies.
• Collaborative learning technologies.
• Designs teaching and learning with technology support.
• Designs environments for people with Special Needs Education NEED.
Learning objects and open educational resources
• Strategies for the generation of educational content.
• Use of technology in the design of educational content.
• Management, use and evaluation of educational content.
Learning Object Repositories
• Federation, integrated search and recommendation systems.
• Integration with virtual learning environments.
TEC Digital
• Integration with authoring tools.
• Strategies for quality assessment of resources within repositories.
Massive Open Online Courses (MOOCs)
• Theoretical analysis.
• Analysis of participation data.
• Development models.
Mobile Learning, T­Learning and Ubiquitous Learning
• Use of mobile devices in the classroom.
• Voting systems (such as clickers) and others.
• Mobile phones (in. Using SMS) in distance education.
• Mobile devices in museums, galleries, etc.
• Mobile devices and learning daily (language, dictionaries, etc.).
• Educational Television (tlearning).
• Learning objects for television.
• Effective use of media for education.
Learning analytics
• Academic Analytics (attrition, motivation, etc.).
• Analytical class (monitoring students’ actions).
• Analytical online (LMS, Web tools, etc.).
• Multimodal Analytics.
Classroom Reversed (Flipped Classroom)
• Theoretical analysis.
• Impact analysis.
• Development models.
Games and Virtual and Augmented Reality
• Educational games.
• Virtual, augmented and mixed reality diminished Education.
• Educational applications and impact of multiuser 3D virtual environments.
• Serious games
TEC Digital
• Recommender systems.
• Automatic creation (semi) courses or lessons.
• Cognitive and intelligent tutors.
• Technological support for self-managed learning.
Adaptability and Accessibility
• Create content in multiple languages or languages.
• Adaptation of content to the educational level.
• Modeling of the student and educational adaptation.
• Technologies for educational inclusion.
• Technologies for providing education of special needs.

Scientific Articles (Full and short papers)
• Deadline for full and short papers 1 May, 2016
• Author Notification 1 July, 2016
• Camera-ready version 1 September, 2016
• Early Registration (Author Registration ) 1 August , 2016

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