Conference Information
IEEE ICET 2022: International Conference on Educational Technology
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Submission Date: |
2022-05-30 Extended |
Notification Date: |
2022-06-20 |
Conference Date: |
2022-06-25 |
Location: |
Beijing, China |
Years: |
2 |
Viewed: 9153 Tracked: 0 Attend: 0
Call For Papers
ICET is the scientific conference addressing the real topics as seen by teachers, students, parents and school leaders. Both scientists, professionals and institutional leaders are invited to be informed by experts, sharpen the understanding what education needs and how to achieve it. The topics include but not limited to below:
Track 1: Innovation in Teaching & Learning
Methods, Teaching and Learning Experiences
Mathematics & Natural Sciences
Learning Models for Engineering/Computer Science/Informatics Education
21st. Century Skills Development
Adult and Lifelong Learning
Track 2: Technology-Enhanced Learning in the Digital Era
Infrastructure and Digital Technologies /ICT Applications
Online Learning
Distance Learning
Massive Open Online Courses (MOOCs )
Smart Classroom
Social Media Technics
Computing Aided Learning
Multimedia Technology in Education
Virtual and Remote Labs
Artificial Intelligence in Education
Ethics of Using Information Technology
X-Reality and Immersive Learning Environments
Literacy of Technology
Open Learning Resources
Blockchain in Education
Gamification
Track 3: Integrating Educational Technologies
Social Media and Social Networking
The Semantic Web 3.0
Podcasting for Broadcasting Video Lectures
Podcasting Feedback to Students
Wiki and Blogs in Higher Education
Mobile, Virtual and Vicarious Learning
Simulations and Modeling
Track 4: Technological Issues in Education and E-Learning
Mobile learning: Phones, Tablets...
Apps for Education
Blended Learning
Web classroom applications
Online/Virtual Laboratories
Classroom and Laboratory: Integration
Managed Learning Environments (MLEs)
Learning Management Systems (LMS)
Technology-Enhanced Learning
Industry and Business Innovation
Identity Management
Augmented Reality
Cloud Computing
ICT Skills and Competencies Among Teachers
ICT Enhanced Language Teaching and Learning
Track 5: Educational Software and Serious Games
Educational Software experiences
Experiences in Educational/Serious Games
3D Applications and Virtual Reality
Videos for Learning
Serious Games, Game-Based Learning and Gamification
Track 1: Innovation in Teaching & Learning
Methods, Teaching and Learning Experiences
Mathematics & Natural Sciences
Learning Models for Engineering/Computer Science/Informatics Education
21st. Century Skills Development
Adult and Lifelong Learning
Track 2: Technology-Enhanced Learning in the Digital Era
Infrastructure and Digital Technologies /ICT Applications
Online Learning
Distance Learning
Massive Open Online Courses (MOOCs )
Smart Classroom
Social Media Technics
Computing Aided Learning
Multimedia Technology in Education
Virtual and Remote Labs
Artificial Intelligence in Education
Ethics of Using Information Technology
X-Reality and Immersive Learning Environments
Literacy of Technology
Open Learning Resources
Blockchain in Education
Gamification
Track 3: Integrating Educational Technologies
Social Media and Social Networking
The Semantic Web 3.0
Podcasting for Broadcasting Video Lectures
Podcasting Feedback to Students
Wiki and Blogs in Higher Education
Mobile, Virtual and Vicarious Learning
Simulations and Modeling
Track 4: Technological Issues in Education and E-Learning
Mobile learning: Phones, Tablets...
Apps for Education
Blended Learning
Web classroom applications
Online/Virtual Laboratories
Classroom and Laboratory: Integration
Managed Learning Environments (MLEs)
Learning Management Systems (LMS)
Technology-Enhanced Learning
Industry and Business Innovation
Identity Management
Augmented Reality
Cloud Computing
ICT Skills and Competencies Among Teachers
ICT Enhanced Language Teaching and Learning
Track 5: Educational Software and Serious Games
Educational Software experiences
Experiences in Educational/Serious Games
3D Applications and Virtual Reality
Videos for Learning
Serious Games, Game-Based Learning and Gamification
Last updated by Dunn Carl in 2023-04-28
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