Conference Information

CSTE 2027: International Conference on Computer Science and Technologies in Education

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Submission Date:
2026-11-05 Due in 45 days
Notification Date:
2026-12-05
Conference Date:
2027-04-09
Location:
Wuhan, China
Years:
Viewed: 9711   Tracked: 0   Attend: 0

Conference Partner Index (CP-I)

49.4 / 100
Ranked #1,723 of 5,682 conferences · Top 31%

#33 of 139 in Education & Learning Technology

Academic recognition (35%) No data - scored at the neutral baseline of 50
Submission selectivity (20%) No data - scored at the neutral baseline of 50
Editions held (20%)
62
Community attention (10%)
12
Public record completeness (15%)
55

Inputs used: Editions on record: 9 · Researchers who opened this page in the past 24 months: 4

Missing from the public record: Historical acceptance rates (+4.5) · Best-paper records (+2.3)
Organizers can add these from this page after claiming the conference; scores are recomputed nightly. How to raise this score

Confidence 45% - the share of the score backed by observed data rather than the neutral baseline. How this score is calculated · Browse the ranking · Algorithm version 1.1 · Computed 2026-09-20

Call For Papers

CSTE 2027 (International Conference on Computer Science and Technologies in Education) is an academic conference held in Wuhan, China on 2027-04-09. The paper submission deadline is 2026-11-05. Acceptance notifications are sent on 2026-12-05.

Papers describing original work, as shown in any topic below, are invited. Acceptance will be based on quality, relevance, originality, etc. Both full research and work-in-progress reports are welcome. Topics of interest for submission include, but are not limited to: Track 1: Educational Technologies and Systems ▪ E-learning platforms and tools ▪ Computer-supported collaborative learning ▪ Mobile and ubiquitous learning ▪ Gamification and game-based learning ▪ Virtual and augmented reality in education ▪ Adaptive learning systems ▪ Educational robotics and automation ▪ Emerging technologies in education ▪ Cloud computing in education ▪ Immersive learning environments ▪ Wearable technology in education Track 2: Computer-supported Collaborative Learning and Social Computing ▪ Collaborative learning theories and models ▪ Social computing and learning ▪ Online communities and networks in education ▪ Social media in education ▪ Collaborative technologies in education ▪ Computer-supported argumentation and debate Track 3: Artificial Intelligence in Education ▪ Intelligent tutoring systems ▪ Natural language processing in education ▪ Knowledge representation and reasoning in education ▪ Intelligent educational systems and applications ▪ Smart learning environments ▪ Cognitive modelling and educational implications Track 4: STEM Education and Computational Thinking ▪ STEM education and pedagogy ▪ Computational thinking and coding education ▪ Robotics and automation in STEM education ▪ Computational modeling and simulation in education ▪ Educational applications of Internet of Things ▪ Digital fabrication and maker education Track 5: Educational Data Mining and Learning Analytics ▪ Data-driven approaches to education ▪ Learning analytics and visualization ▪ Educational data mining and machine learning ▪ Big data in education ▪ Personalized learning ▪ Educational decision making ▪ Assessment and evaluation in e-learning Track 6: Digital Technologies for Human Development ▪ Digital technologies for social-emotional learning ▪ Digital technologies for psychological wellbeing ▪ Digital technologies for self-management and regulation ▪ Digital technologies for teacher development ▪ Digital technologies for labor/moral/character education ▪ Sustainable development in a digital world ▪ Innovative solutions to address educational inequity Track 7: Inclusive EdTech: Diversity, Equity, and Innovative Pedagogies ▪ AI-enhanced pedagogy for diverse learners ▪ Learning analytics-driven differentiation ▪ Accessible immersive learning pedagogies ▪ Culturally responsive edtech solutions ▪ Equity-focused digital assessments ▪ Micro-credentialing for diverse learners ▪ Smart pedagogy training for educators ▪ Multilingual learning support in EdTech ▪ Inclusive gamification frameworks ▪ Student-centered digital pedagogy ▪ AI-augmented project-based learning ▪ Hybrid flipped classroom models ▪ UDL-based digital resource design
Last updated by Admin Agent on

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