Sep 192023

RIDE2024: Research in Distance Education 2024

“Online, blended, and digital education are firmly established in mainstream practice in higher education. We expect that learning can take place everywhere, and that we can learn anything; but, faced with so many possibilities, what have we learned in recent years about effective ways to engage learners in successful learning in these different modes of education?”

Conference Tracks
We invite abstract submissions to our two tracks: Research and Practice.
Track 1: Research focus Conference Day 1
14 March 2024 Learning: anything, everywhere but how? Research focus

We invite abstract submission for 14 March 2024 showcasing original conceptual, methodological, empirical, or theoretical research with implications for practice in online, distance, blended, hybrid or hyflex provision.
Track 2: Practice focus Conference Day 2
15 March 2024 Learning; anything, everywhere but how? Practice focus

We invite abstract submission for 15 March 2024 showcasing research informed and scholarly practices in online, distance, blended, hybrid or hyflex provision.


May 022023

Seminário de Ensino de Videojogos e a Conferência Videojogos’23

“28-30 de Novembro de 2023 porque a 13ª edição Videojogos regressa novamente num moliceiro sob inspiração marítima, sendo adocicada por receitas divinas na Universidade de Aveiro. A data para submissão dos artigos é 31 de julho de 2023. Não se esqueçam de passar também a palavra nas vossas redes nacionais e internacionais.”


Apr 212023

“Call for Papers KuI 2023
To this day, our understanding of technology has been shaped by the idea of industrialisation as progress that makes our daily life safer and easier, but at the same time more diverse. In our post-digital age, physical and virtual systems are becoming more and more inseparable. Concepts for new products and systems are often conceived, implemented, and tested in digital and real environments at the same time. This is especially true for extended reality applications in which code and materiality, virtuality and reality form a unit.
Discussions of new materiality go hand in hand with physical and hybrid realities. At the same time, software and computer programs are increasingly helping to develop physical innovative materials for product design and other application fields. However, this new understanding of materiality is not only found in product design, but also in arts and culture created and/or presented in combination with digital technologies such as extended reality (VR, MR, AR).
The entanglement between the physical world and computer-generated data cuts across and expands far beyond disciplines such as human-computer interaction, machine-to-machine communication, computer graphics, sensor systems, humanities, and artistic sciences such as sound, visual, culture and design studies. With our 21st International Conference on Culture and Computer Science we want to address the multifaceted bridges between physicality and virtuality, between culture, arts, and engineering.
The Culture and Computer Science conference series will focus on best practice examples, challenges and future trends in the fields of physical and virtual spaces, mixed, extended, augmented, and virtual reality, hybrid systems, 3D technology, data collection and management, media integration, modelling, visualisation, and interaction. The conference addresses employees of cultural and creative industries, art and culture professionals, media, and communication scientists as well as computer scientists and engineers, who conduct research and development on cultural topics.

Physical and virtual spaces, especially hybrid spaces
Code and materiality
Mixed reality, augmented reality, augmented virtuality, and virtual reality systems, applications, and technologies
Hybrid applications
Analogue and digital exhibition design
Collections – exploitation, design, exhibition, and conveyance
Cultural heritage (tangible and intangible)
Influence of art and culture on future technical developments and vice versa
Interdependence between culture and computer science
Human–computer interaction
Intuitive usage of media systems
Natural user interfaces
Simulation of cultural sites (acoustic, visual, and material)
Machine Learning for cultural applications
Cultural techniques
Ethics in culture and computer science

Further Key Aspects of the Conference:
Technologies for physical and virtual spaces
3D technologies
Digitalisation in the cultural and creative industries
Visualisation and interaction technologies
Interactive multimedia solutions for museums, theatres, concert halls, exhibitions etc.
Collaboration in physical and virtual spaces
Digital exhibitions, science centres, museums, and galleries
Virtual reconstructions
Location-based and context-sensitive services in a cultural context
Documentation, visualisation and interaction in museums and archives
Digital and hybrid storytelling”


Apr 082023

We encourage everyone to submit novel and innovative work in areas including but not limited to:
Computer programming standardization and interoperability
– Programming language concepts and methodologies
– Programming exercises standards and specifications
– E-learning Data analytics
– Learning tools interoperability
– Learning cloud services
– Data and graph visualization languages

Computer programming environments, tools and services
– Learning Management Systems
– Massive Open Online Courses
– Repositories of programming exercises
– Intelligent Tutors
– Automatic assessment tools
– Program/Algorithm animation tools
– Automatic program evaluation tools
– Plagiarism tools

Computing programmes, curricula, and courses
– E-learning and B-learning in computer programming courses
– Programming languages teaching methods
– Developing, implementing, or evaluating computing programmes, curricula, and courses
– Pedagogies to foster learning in CS areas (e.g. programming, database systems, physical computing, computer security)
– Social and global challenges in computing education

Innovative use of technologies
– Novel educational methods
– Educational resources recommendation
– Sequencing of educational resources
– Gamification in computer programming education
– Game based learning
– Virtual Reality and Augmented Reality
– AI to drive student progress (e.g. bot coaching)

Paper Submission 25 April 2023
Paper Author Notification 24 May 2023
Final Paper Submission 31 May 2023
Accepted Papers Author Registration Deadline 15 June 2023
Conference 26-28 June 2023


Apr 082023

“Main Topics
Authors are invited to submit papers from all areas related to digital art and art installations, interactive art or media artworks for review by the international committee. Both research and applications papers are of relevance to ARTECH 2023

Topics of interest include (but are not limited to):
AI and Art
Art, Science and Sustainability
Art and Science Theory
Art and Technology
Audio-Visual and Multimedia Design
Creativity Theory
Design and Data Visualization
Digital Games
Digital Storytelling
Digital Technologies and Making
e-Learning in Art and Media Studies
Electronic Music
Generative and Algorithmic Art & Design
Gesture Interfaces
Human-Computer Interaction
Immersive Art
Interactive Art
Interactive Systems for Artistic Applications
Interaction Design
Media Art History
Web Art and Digital Culture
Digital Media, Apps and eBooks
Digital Preservation
Parametric Design
Praxis and Poesis
STEAM Education
Sustainability and Bioremediation Activism
Tangible Interfaces
Technology in Art Education
Virtual and Augmented Reality

Full and Short papers submissions: June 16, 2023
Artwork proposals: June 16
Full/short papers acceptance notice: September 15
Artwork’s acceptance notice: September 15
Early registration deadline: September 22
Submission full/short paper final version: October 20
Author registration deadline: October 27
ARTECH 2023 Conference: (28) 29, 30 November 2023


Mar 192023

Eighteenth European Conference on Technology Enhanced Learning
ECTEL 2023
Aveiro, Portugal | 4-8 September 2023


The topics of interest are grouped into the following eight blocks:
Pedagogical and theoretical underpinning
Educational Technologies
Individual, social, and organisational learning processes
Students’ skills and competences
Supporting teacher professional development
Ethics, privacy, regulations and policies
Fairness, equity and equality
Educational Technology in lifelong learning contexts
Global teaching and learning

From both research and innovative practice perspectives the following topics of interest to the conference include, but are not limited to:

Pedagogical and theoretical underpinning
Active learning
Problem-and project-based learning
Flipped classroom
Competency-based education and training
Inquiry-based, exploratory, and discovery learning
Computer-supported collaborative learning and cooperative work
Communities of learners and communities of practice
Learning design and design approaches
Teaching techniques and strategies for digital learning
Game-based and simulation-based learning
Storytelling and reflection-based learning
Technology-enhanced orchestration of learning
Learner well-being, affect, motivation, engagement, skills, attitudes, and value
Technological underpinning
Mobile, wearable, and pervasive technologies
Sensors, sensor networks, and Internet of Things
Roomware, ambient displays, and ubiquitous devices
Remote and virtual labs
Augmented reality, virtual reality, and mixed reality
Serious games, simulations, and 3D virtual worlds
Interactive, context-aware, personalised, and adaptive learning systems
Visualisation techniques and dashboards
Learning analytics
Artificial intelligence
Educational data mining and process mining
Recommender systems
Natural language processing and latent semantic analysis
Semantic Web
Social computing and social media
Infrastructures and architectures
Large-scale learning systems
Specifications and standards
Interoperability and sharing of devices, tools, architectures, and data
Individual, social & organisational learning processes
Cognitive and metacognitive mechanisms in knowledge acquisition and construction
Self-regulated and self-directed learning
Reflective learning
Strategies for the development of 21st century skills
Computational thinking
Social processes in teams and communities
Bring your own device (BYOD)
Group and collaborative work
Assessment of/for/as learning (formative, summative, self-, peer- assessment)
Social awareness
Sensemaking and Meaning Making
Knowledge management and organisational learning
Collaborative knowledge building
Ethics, privacy, regulations and policies
Ethics and privacy for data gathering, storage, processing, and presentation
Data privacy
Regulations and policies related to educational data
Strategies to handle ethics and privacy for handling educational data
Learning communities and contexts
Formal education: K-12
Formal education: higher education
Lifelong learning
Informal and non-formal learning
Interprofessional and Interdisciplinary Learning
Vocational education and training
Seamless learning
Teacher education and professionalization
Tutoring and student support
Global teaching and learning
Global challenges
Massive Open Online Courses (MOOC)
Smart Learning Environments (SLEs)
Open educational resources (OER)
Learning Networks
Teacher Networks
Learning ecologies, learning ecosystems, fitness and evolvability of learning environments
Business models
Quality education for underrepresented groups
Fairness, equity, and equality
Digital and generation divide and learning
Teaching and learning in rural and isolated areas
Inclusive, equitable, and accessible learning
Standards about accessibility and learning
Promotion of learning and employability within underrepresented groups and communities
Learning of students of underrepresented groups, including students with special needs
Psycho-pedagogical support for users


Mar 142023

O Simpósio Internacional de Informática Educativa (SIIE) é um fórum internacional para a apresentação e discussão dos mais recentes avanços na investigação sobre tecnologias educativas e a sua aplicação prática em processos educativos. Também visa reunir investigadores, representantes institucionais e docentes para partilharem perspetivas, conhecimentos e experiências.

A 25.ª edição do Simpósio terá como foco sistemas, plataformas, pedagogias e educação baseada na prática em e-learning e b-learning, incluindo o uso de simuladores, sistemas de realidade aumentada, sistemas de realidade virtual e laboratórios virtuais, bem como pensamento computacional, programação e robótica educativa.

O Simpósio procura contributos de qualidade com a apresentação de trabalhos originais na área da Informática Educativa relacionados com os temas de interesse. Os contributos podem ser submetidos em espanhol, português ou inglês. O título e o resumo também devem ser em inglês. A apresentação de trabalhos no simpósio poderá ser em espanhol, português ou inglês. Todas os contributos devem ser enviados como arquivos DOC, DOCX ou PDF e estar em conformidade com as instruções de formatação do IEEE

Os contributos serão limitados a um máximo de 6 páginas.

As submissões devem ser feitas através da plataforma CMT Microsoft através do seguinte link (

Os trabalhos aceites serão publicados digitalmente nas atas do simpósio, que serão distribuídos aos participantes antes do simpósio.

Os trabalhos submetidos serão incluídos numa edição de post-proceedings que será submetida ao IEEE para ser considerada para publicação no IEEEXplore (indexado por Clarivate WoS e SCOPUS).

Os artigos a serem publicados como atas do IEEE devem ser escritos em inglês. Os melhores trabalhos também serão selecionados para publicação em versões desenvolvidas em várias revistas.

Edições especiais estão atualmente confirmadas em:
Revista IEEE RITA (
Revista da ADIE, IE Comunicaciones (
Revista Educação na Sociedade do Conhecimento (EKS) (

Datas Importantes
Submissão de artigos: 31 de maio de 2023
Notificação de aceitação: 21 de julho de 2023
Prazo para submissão de versão para publicação: 25 de setembro de 2023
Prazo de inscrição antecipada: 14 de outubro de 2023
Simpósio: 16 a 18 de novembro de 2023

Segue-se uma lista de temas de interesse para o simpósio:
Teorias pedagógicas aplicadas à concepção de software educativo
Aplicações de web semântica na educação
Aplicações de software educativo em domínios específicos
Ensino a distância, online e híbrido
Aprendizagem colaborativa
Aprendizagem ubíqua e móvel
Desenvolvimento de conteúdos educativos
Conhecimento aberto em contextos educativos
Concepção e padronização de tecnologias educativas, metadados e linguagens de modelação
Concepção, desenvolvimento e avaliação de software educativo
e-Avaliação: Teoria, métodos, ferramentas e práticas
Ambientes de aprendizagem personalizados
Análise da aprendizagem
Formação de professores em TIC
Gestão do conhecimento, tecnologia e competências em contextos educativos
Inteligência artificial na educação
Interacção homem-computador em contextos educativos
Laboratórios virtuais e remotos
Metodologias e práticas de utilização de software educativo
Exploração de dados educativos
Multimédia, hipermédia e visualização na educação
Mundos virtuais educativos
Pensamento Computacional, programação e robótica educativa
Recursos baseados na Web
Sistemas de gestão da aprendizagem: arquiteturas e plataformas
Apoio à aprendizagem não formal e informal no local de trabalho
Simulações educativas e jogos de vídeo
Web social e comunidades de aprendizagem
Realidade virtual, realidade aumentada e realidade mista.
Aprendizagem inclusiva e Educação Especial

Para questões relacionadas com submissões:


Mar 102023

A conferência: 8th EAI International Conference on Design, Learning & Innovation
“The EAI DLI conference focuses on advancing research in design, learning, and innovation related to digital and emergent technology, and promoting inclusive and playful discourse. It brings together researchers, practitioners, and educators from various fields. This year’s theme is accessible digital technologies for an inclusive digital society. The conference accepts various submissions, including full and short papers, work-in-progress, workshops, and symposiums. DLI 2023 will be held at Aalborg University in Denmark”

datas importantes:
Full Paper Submission deadline: 1 August 2023
Notification deadline: 10 September 2023
Camera-ready deadline: 5 October 2023

“All registered papers will be submitted for publishing by Springer and made available through SpringerLink Digital Library.

Proceedings will be submitted for inclusion in leading indexing services, such as Web of Science, Compendex, Scopus, DBLP, EU Digital Library, IO-Port, MatchSciNet, Inspec and Zentralblatt MATH.

All accepted authors are eligible to submit an extended version in a fast track of:

Additional publication opportunities:


Feb 222023

“Nos dias 19 a 21 de outubro de 2023, a Escola Superior de Tecnologia e Gestão do Instituto Politécnico de Beja irá acolher a Conferência da Associação Portuguesa de Sistemas de Informação, na sua 23.ª edição, numa organização conjunta com a Escola Superior de Escola Superior de Gestão, Hotelaria e Turismo da Universidade do Algarve.
Continuando o modelo de Conferência do ano anterior CAPSI 2022, esperamos despertar o vosso interesse para a 23.ª CAPSI e contamos com a vossa participação, seja através da apresentação dos vossos trabalhos de investigação, seja pela participação nas diversas iniciativas que estamos a preparar no âmbito da Conferência.
Este ano o tema principal da Conferência é “Os nossos dados, o nosso futuro: rumo ao humanismo digital”.
A conferência será no formato presencial, incluindo um conjunto de eventos que reunirão académicos, investigadores, profissionais nas áreas de TI, SI e Gestão, e estudantes de várias nacionalidades.
Todos os artigos que forem submetidos e aceites, e cujos autores tenham realizado a sua inscrição, independentemente da modalidade, serão publicados na CAPSI2023 terão indexação SCOPUS.
A participação está aberta às comunidades académica e empresarial através da submissão de trabalhos, que deverão respeitar o formato definido para a Conferência.
Cada artigo será revisto no mínimo por dois revisores em double-blind review. As propostas ao Consórcio Doutoral serão avaliadas por este comité. Os Posters serão avaliados por membros da Comissão de Programa e, posteriormente, comentados em sessões específicas no decorrer da Conferência.
A participação de todos é muito importante e contamos convosco para divulgarem as chamadas aos trabalhos (Calls) nas vossas instituições e através da vossa rede de contactos.

Ethics and Social Impacts of IS
Digital Technologies and Productivity
IS and the Future of Work in the Digital World
Gamification, Curriculum and IS Education
Social Networks, Asymmetries, Personal Data and Disinformation
IS, Sustainability and Optimization of Resource Use
Cybersecurity and Information Privacy
Blockchain, Cryptocurrencies and New Business Models
IS Development and Project Management
Adoption and Use of Information Technology
IS Research Methods
Data Science and Predictive Analysis
Business, Data and Process Modeling
Governance and Digital Strategy
Digital Commerce and the Redesign of Business Models
Effects of the Pandemic COVID-19 on IS
Social Media Intelligence
IS Applied to Tourism and Hospitality
Application of Machine Learning to Management
Artificial Intelligence and Effects on the various Application Domains
Smart Regions”

+infos(informações): LINK

Dec 282022

O “Guerrilla Game Festival!” trata-se de um evento em Espanha que serve para ligar as Escolas com a Industria e sem esquecer dos indies. Tem conferências, tem workshops e zona de demonstrações.

É um evento para estar atento.. e poder visualizar alguns dos eventos no canal do youtube.


+infos(oficial youtube): LINK