Workshop on E-Learning Security (ELS-2015)

CALL FOR PAPERS The 14th Workshop on E-Learning Security (ELS-2015) In Conjunction With The 10th International Conference for Internet Technology and Secured Transactions (ICITST-2015) Technical Co-Sponsored by IEEE UK/RI Computer Chapter December 14-1…


Special Issue on "Algorithms for Psycho-Motor Training using Wearable Technologies"

Call for PapersSpecial Issue of Algorithms (ISSN 1999-4893) on “Algorithms for Psycho-Motor Training and Performance Using Wearable Technologies” Deadline: October 31, 2015 More info: http://www.mdpi.com/journal/algorithms/special_issues/Psycho_Motor_T…


Call for Contribution for Book Chapters on Gamification, Wiley-IEEE

Gamification and Games, Enabling Technologies, and Applications Editor: Dr. Zongwei Luo, SUSTC, China
Publication date: 2016/2017
Publisher: Wiley-IEEE

Gamification uses game elements and game techniques in non-game context,
e.g., to encourage engagement with a product or service. In recent years,
gamification has become one of the major trends in information systems.
Its market is growing with presence penetrating various vertical sectors
such as Entertainment, Healthcare, Retail, Education, Tourism, and IT
enterprises. This book, dedicated to cover various topics of gamification
technologies and applications in various industry sectors, methodologies
of developing such applications, and development trend, will provide
readers a comprehensive introduction of gamification, its techniques,
technologies and various applications.

Book content:
This book is intended to serve as the instruction materials to students in
gamification relevant courses with invited contributions from known
experts in the field and contributions from who would respond to this
call. It can also be interesting to other casual audiences who are curious
about gamification and those serious audiences who need a reference on
gamification. Thus, a tentative table of content is provided as follows.
Interested authors are advised to contribute to one or more of the
following chapters. However, you can also suggest new chapters in each of
these sections.
Section 1: Introduction ¨C provides overview of gamification
Chapter 01: Introduction
Chapter 02: Game elements
Chapter 03: Game design techniques
Section 2: Gamification
Chapter 04: Game mechanics
Chapter 05: Motivation analysis
Chapter 06: Design processes
Chapter 07: Virtual economy
Chapter 08: Translational gamification
Chapter 09: Gamification measurement and analytics
Section 3: Enabling Technologies
Chapter 10: Wearable devices and systems
Chapter 11: Emotion detection
Chapter 12: Virtual and augmented reality
Chapter 13: Virtual currencies
Chapter 14: Big data intelligence and AI for gamification
Chapter 15: Cloud computing for gamification
Section 4: Applications
Chapter 16: Gamification in entertainment
Chapter 17: Gamification in healthcare
Chapter 18: Gamification in retails/tourisms
Chapter 19: Gamification in education
Chapter 20: Gamification in software development
Chapter 21: Gamification in science
Section 5: Future of gamification
Chapter 22: Future of gamification: business perspective
Chapter 23: Future of gamification: technology perspective

Call for contribution:
Interested authors for one or more chapters are encouraged to contact the
book editor Zongwei Luo via email(lzwqhk AT 163.com) at your earliest
convenience. The book’s targeted publication schedule is estimated to be
within 2016/2017.

Development schedule:
Oct 15, 2015 Letter of Intend
Dec 31, 2015 First Draft due
Feb 28, 2016 Review notification
Apr 30, 2016 Second Draft due
Jun 30, 2016 Final review notification
Aug 31, 2016 Final chapter due

Dr. Zongwei Luo
Email: lzwqhk AT 163.com
SUSTC, Shenzhen, China


Special Theme on Serious Games and Gamification for Technology Enhanced Learning in the Bulletin of the Technical Committee on Learning Technology

Call For Articles – BULLETIN OF THE TECHNICAL COMMITTEE ON LEARNING TECHNOLOGY (ISSN 2306-0212) http://www.ieeetclt.org/content/bulletinpublication of IEEE Computer Society Technical Committee on Learning Technology (TCLT) * Special Theme: Serious Game…


Learning Analytics: Trends and Issues of the Empirical Research of the Years 2011-2014

My colleague Nic. Nistor from LUM Munich gave a presentation on our joint work on existing learning analytics literature covering empirical research at EC-TEL 2015. Most work is following main stream, meaning to analyse the log data of some university …


Special Issue on Immersive Environments: Challenges, Research and New Developments – EAI Endorsed Transactions on Future Intelligent Educational Environments

Call for Papers
EAI Endorsed Transactions on Future Intelligent Educational Environments
Special Issue on Immersive Environments: Challenges, Research and New Developments

Important Dates
• Manuscript submission deadline: 1st November, 2015
• Notification of acceptance: 15th January, 2016
• Submission of final revised paper: 1st March, 2016
• Final acceptance notifications: 1st April, 2016
• Publication of special issue: Summer 2016

Effective immersive learning experiences are created within multiple media using myriad techniques and employing a wealth of knowledge that spans many disciplines. This includes but is not limited to computer science, user experience and media design, the learning sciences, architecture, game development, artificial intelligence, biology, medicine, and the thousands of disciplinary and occupational content areas wherein immersive learning and training may be relevant.
The Immersive Learning Research Network (iLRN) is an international organization of developers, educators, and research professionals collaborating to develop a scientific, technical, and applied potential of immersive learning. The vision of the immersive Learning Research Network (iLRN) is to develop a comprehensive research and outreach agenda that encompasses the breadth and scope of learning potentialities, affordances and challenges of immersive learning environments. The first international conference iLRN 2015 held in Prague has attracted 22 high-quality full papers from the iLRN main stream but also from the special tracks. As a follow-up, this special issue is organized as an open call to seek a wider set of contributions from the research community and also the authors of the best papers from iLRN 2015 will be invited to submit extended versions of their papers.
Thus, we are pleased to invite authors to submit their original work to a special issue of the Journal on Transactions on Future Intelligent Educational Environments (http://icst.org/future-intelligent-educational-environments/). For authors to submit extended version of their conference papers, a signification extension of at least 30% must be considered.
This special issue welcomes submissions on (but not limited to) the following topics:
• Immersive Technologies, Systems and Devices
• Immersive Environments and Multidimensional Spaces
• Immersive Data Visualizations
• Wearable Technology
• Virtual and mixed-reality for education
• Collaboration and Social Computing in Education
• Context-aware Computing in Immersive Spaces
• Adaptive Recommender Learning Technology
• Assessment and Learning Analytics in High-tech Environments
• Multi-modal Learning Environments
• Cognitive and Pedagogical Analysis
• Learning and Training Applications
• Non-leisure Games and Gamification
• A Glance into the Future: Innovations, Challenges and Applications

How to Submit
Please see the instructions for authors on the EAI Endorsed Transactions on Future Intelligent Educational Environments, http://eai.eu/transaction/future-intelligent-educational-environments.
When the paper is ready for submission, authors should go to http://escripts.eai.eu/manage/lists, select “EAI Endorsed Transactions on Future Intelligent Educational Environments”, find their special issue and upload their manuscript, or visit the link: http://escripts.eai.eu/publication/cfp/special-issue-immersive-environments-challenges-research-and-new-developments.

Guest Editors
• Anasol Peña-Rios, University of Essex, UK
• Johanna Pirker, Graz University of Technology, Austria
• Michael Gardner, University of Essex, UK
• Christian Gütl, Graz University of Technology, Austria

Download the full Call for Papers EAI Endorsed Transactions CFP – TOFIEE Special Issue on Immersive Environments (PDF).

About iLRN
The vision of the immersive Learning Research Network (iLRN) is to develop a comprehensive research and outreach agenda that encompasses the breadth and scope of learning potentialities, affordances and challenges of immersive learning environments. To achieve this, the iLRN mission is to invite and organize scientists, practitioners, organizations, and innovators across the disciplines to explore, describe, and apply the optimal use of immersive worlds and environments for educational purposes. Further the conference, meetings, and virtual symposia aim to build capacity to explain and demonstrate how these immersive learning environments best work using a variety of rigorous, systematic, and meaningful research methods and outreach strategies.


BOOST Conference: Supporting Learning in SME

On September 10th, 2015, the BOOST project organizes its final conference called Supporting Learning in SME. The event will take place in Schloss Birlinghoven (near Bonn), Germany. Representatives of small enterprises, their VET providers, but also their employees are cordially invited to attend. More details and a preliminary program can be found at http://www.boost-project.eu/boost-conference-supporting-learning-in-sme/.


EC-TEL 2015 Program

Four days of very interesting presentations and workshops on different topics related to Technology-Enhanced Learning. The European Conference on Technology Enhanced Learning (EC-TEL) is a unique opportunity for researchers, practitioners, educational developers, and policy makers to address current challenges and advances in the field.   The theme of EC-TEL 2015 is Design for Teaching and Learning in […]


Tallinn University is hiring: ERA Chair holder, Research Professor of Learning Analytics and Educational Innovation

Tallinn University (TU, www.tlu.ee/en) invites outstanding scholars to submit an application for a Research Professor of Learning Analytics and Educational Innovation. The position will be opened in the framework of the project CEITER: Cross-Border Educational Innovation thru Technology-Enhanced Research (ceiter.tlu.ee/about). The CEITER project is funded by the Horizon 2020 ERA Chair programme and it aims to […]