4th International Computer Programming Education Conference


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)

Dates:
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

+infos(oficial): https://icpeconf.org/

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ARTECH 2023, 11th International Conference on Digital and Interactive Arts

“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
Interfaces
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

+infos(oficial): http://2023.artech-international.org/

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Eighteenth European Conference on Technology Enhanced Learning

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

Temas:

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
Robots
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
Micro-credentials
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

+infos(oficial): https://ea-tel.eu/ectel2023

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XXV Simpósio Internacional de Informática Educativa | SIIE 23

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.

Contributos
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
(http://www.ieee.org/conferences_events/conferences/publishing/templates.html).

Os contributos serão limitados a um máximo de 6 páginas.

As submissões devem ser feitas através da plataforma CMT Microsoft através do seguinte link (https://cmt3.research.microsoft.com/SIIE2023/Submission/Index)

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 (http://rita.det.uvigo.es/)
Revista da ADIE, IE Comunicaciones (http://www.adie.es/)
Revista Educação na Sociedade do Conhecimento (EKS) (https://revistas.usal.es/tres/index.php/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

Temas
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

Contactos
Para questões relacionadas com submissões: siie.2023@ese.ips.pt

+infos(oficial): https://eventos.ese.ips.pt/siie2023/

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8th EAI International Conference on Design, Learning & Innovation

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:


+infos(oficial): https://designlearninginnovation.eai-conferences.org/2023/

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CAPSI, Conference on Information Systems, Sytems, Information, 2023

“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.

tracks:
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

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Game Design Journal por Lefkos Savvides

O “Game Design Journal por Lefkos Savvides” trata-se de um journal em formato de audio para se ouvir falar de design de videojogos.

+infos(oficial): https://anchor.fm/game-design-journal

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Gostava de ter acesso/access to your article..

Gostava de ler este artigo “Video Game Play Any Association With Preteens’ Cognitive Ability Test Performance?” de May Jadallah, C. Shawn Green, e Jie Zhang

“This exploratory study examined the video gaming experience of 160 urban public-school preteen-age students as well as the association between video game play and students’ performance on a standardized cognitive ability test (CogAT), which includes verbal, quantitative, and nonverbal/spatial batteries. Overall, neither duration of play nor video game genres played had significant correlations with the CogAT measures. Similarly, when using an “extreme-groups” approach to examine relations with playing a subset of games previously linked with certain enhancements in cognitive skill (i.e., action video games), no significant effects were observed. These results are thus inconsistent with theories that predict diminished cognitive performance in children who play a great deal of video games, but they are also inconsistent with previous work suggesting possible enhancements in those who play certain types of games. The potential contribution of this null finding and an alternative explanation are discussed..”

+infos(oficial): LINK

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Greening Games

Existe um grupo de investigação intitulado “Greening Games” que se dedica a debruçar sobre questões de sustentabilidade e o mundo dos videojogos.

+infos(oficial): http://greeningames.eu/

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Guerrilla Game Festival!

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): https://guerrillagamefestival.es/

+infos(oficial youtube): LINK

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