Conference Information
TALE 2021: International Conference on Teaching, Assessment, and Learning for Engineering
Submission Date:
Notification Date:
Conference Date:
Wuhan, China
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Call For Papers

IEEE TALE is the IEEE Education Society’s premier conference series in the Asia-Pacific region ( ). It aims to provide a forum for scholars and practitioners to share their knowledge and experience in engineering and technology education, as well as in technology-enabled educational innovation across a variety of academic and professional disciplines. The target audience of the conference is diverse and includes those working in the higher education, vocational education and training (VET), K-12, corporate, government and healthcare sectors.


For the TALE2021 conference, a special attention will dedicate to the theme of Humanizing Technology for Enhancing Learning Experience. In the last two decades of the 21st century, digital technology has revolutionized the way we think and learn. Technology and humans are becoming entangled like never before, and our reliance on technology has also been gradually on the rise. Given the arguable changes happening in our lives, mechanical technologies are leaving us feeling cold, controlled and ironically disconnected. But why are we still striving so hard to enhance the relationship between technology and humans? It seems we want technology to be more human. Such thinking presents a clear need of making technology and digital interactions more humanized in order to provide us faster and smarter assistance. Humanizing technology is the natural progression of a digital journey, and it should be about more than making technology look, sound and feel human. In the education domain, how does humanizing technology assist in teaching and learning? What can we do in order to achieve humanizing learning by applying those state-of-the-art technologies, such as 5G, AI, robotics, etc.? Participants of TALE2021 are encouraged to engage in discussing the above questions and bringing creative opinions and ideas to the topic from multidimensional and interdisciplinary perspectives.

Core Tracks

    Engineering Education (University/College)
    Computing & IT Education (University/College)
    STEM Education (K-12)
    Technology-Enhanced Learning
    Open, Flexible & Distance Learning
    Workplace & Industry-Based Learning

Specific Tracks

    XR and Immersive Learning Environments
    Intelligent Educational Technologies and Systems


Topics of interest include but are not limited to the following:

    Academic Staff/Faculty Development
    Accreditation and Quality Assurance
    Active Learning Spaces
    Artificial Intelligence in Education
    Assessment and Evaluation
    Blockchain in Education
    Capstone Projects and Project-Based Learning
    Computer-Based Learning and Courseware Technologies
    Computer-Supported Collaborative Learning
    Continuing Education and Lifelong Learning
    Curriculum Design
    Distance, Open and Flexible Education
    Educational Data Mining and Learning Analytics
    Educational Games and Simulations
    Educational Policy, Leadership and Administration
    Entrepreneurship Programs
    Ethical, Legal and Social Justice Issues (e.g., Access, Equity)
    Gender and Diversity
    Generic Skills (e.g., Communications, Teamwork)
    Human–Machine Collaborative Learning
    Industry Linkages and Partnerships
    Instructional and Learning Design
    Intelligent Tutoring Systems
    Introductory Engineering and Computing Courses
    Just-in-Time Learning and Job Performance Support
    K–12 Initiatives and Partnerships
    Laboratory Experiences (On-Campus and Remote)
    Learning Management Systems
    Learning Technology Standards and Standardization
    Marketing and Outreach for Engineering and Computing Programs
    Massive Open Online Courses (MOOCs)
    Micro-credentialing and Badges
    Online/E-Learning and Blended Learning
    Open Educational Resources (OER)
    Personal Data and Security in Education
    Research Training (Undergraduate and Postgraduate)
    Robotics in Education
    Service Learning and Experiential Learning
    STE(A)M education in K-12 or higher education
    Technology Infrastructure for Supporting Next-Generation Learning (e.g., 5G, Cloud Computing, Internet of Things)
    Virtual, Augmented and Mixed Reality Learning Environments
    Wearable, Mobile and Ubiquitous Learning
    Work-Based and Work-Integrated Learning
Last updated by Dou Sun in 2021-07-03
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