Call for book chapter proposals for the forthcoming publication entitled “Handbook of Research on Learner Experience and Usability in Online Education” to be published by IGI Global, an international publisher of progressive academic research. We would like to take this opportunity to cordially invite you to submit your work for consideration in this publication. Detailed project information can be found at
February 28, 2017 : Proposal Submission Deadline
March 15, 2017 : Notification of Acceptance
June 30, 2017: Full Chapter Submission
July 30, 2017 : Review Results Returned
August 15, 2017 : Final Acceptance Notification
September 30, 2017 : Final Chapter Submission
-Recent Developments in using Digital Technologies in Learning
-Design of Learning Management Systems
-Design and Evaluation of e-Learning Environments
-Assessing the usability of online management systems
-Development and Use of Computer based Assessments
-User Experience, Aesthetics
-User Experience Design
-Measuring and Assessing Learning Experience
-Factors related to user experience
-User Experience for M-Learning
-Immersive e-Learning Environments
-Constructivist approaches to Web-based learning and teaching
-Issues in Web based Learning
-Management side of Web-based learning and teaching
-Accessibility and usability of web-based instruction in Learning
-Accessibility Issues and Benefits
-Motivational Aspects and factors for e-Learning
-Student Satisfaction with E-Learning
Phu Vu, Ph.D.
Teacher Education Department
University of Nebraska at Kearney
Call for Book Chapter Proposals for an Edited Book on “Integrating Multi-User Virtual Environments in Modern Classrooms,” to be published by IGI Global.
Since its inception in 1975 as an adventure game and dubbed as MUD (multi-user dungeon), multi-user virtual environment (MUVE) has emerged as one of the most exciting instructional platforms in education. As both an instructional tool and approach, MUVE holds great potential in engaging and challenging learners in a socially situated and distributed learning environment that simulates real-life tasks and situations. However, MUVE has long been mixed with other similar technologies, such as computer game, computer simulation, virtual reality, and augmented reality. In addition, like any other emerging learning tools that hold great promises for education, the design, development, and implementation of MUVE are still facing significant challenges before its potential can be fully unleashed and realized. This book therefore will provide the latest technological and pedagogical development, empirical research findings, and best practices in using MUVE in modern classrooms.
This book will aim to (1) explore and identify the unique technological affordances and distinct instructional benefits of MUVE that distinguish itself from other emerging technologies, (2) examine the pedagogical underpinnings and frameworks that guide the design, development, and implementation of MUVE in education, (3) identify current exemplary uses of MUVE in various fields across different educational settings, and (4) identify challenges and future trends in the use of MUVE in education.
Researchers and practitioners are invited to submit on or before December 30, 2016, a chapter proposal of 750 to 1,500 words clearly explaining the mission and concerns of his or her proposed chapter. Authors will be notified by February 15, 2017 about the status of their proposals and sent chapter guidelines.
You may refer to the following website for more information: http://www.igi-global.com/publish/call-for-papers/call-details/2431. All proposals should be submitted through the E-Editorial DiscoveryTM online submission manager: http://www.igi-global.com/publish/call-for-papers/submit/2431
Inquiries should be sent to Dr. Jennifer Yufeng Qian at firstname.lastname@example.org
*TCC Worldwide Online Conference*
April 18-20, 2017
*Changing to Learn, Learning to Change*
Submission deadline: December 27, 2016
*Call for Proposals*
Please consider submitting a proposal for a paper or general session related to all aspects of learning, design, and technology including but not limited to e-learning, online learning communities, collaborative learning, social media, mobile learning, emerging technologies,international education, and professional development.
*Suggested topics & full details*
Participate in this event entirely online. We deliver all sessions online in real-time. Sessions will also be recorded for later viewing.
TCC Hawaii, LearningTimes, & the Learning Design and Technology Department, College of Education, UH-Manoa collaborate to produce this event. Numerous volunteer faculty and staff worldwide provide additional support.
The following list was adapted from Clayton R. Wright’s Educational Technology and Education Conferences List #36. Please refer to Wright’s complete list for other conferences as well as each conference website for more details. Each year I attend AECT, AERA, and 1-2 other conferences. I use this list to identify what other conferences I might attend. Thus, this list is focused on my research interests and/or convenient or interesting locations.
CfP for a Quick Turnaround Issue ‘Assembled 2016’
A General Call for Papers
The Journal of Virtual Worlds Research (http://www.jvwresearch.org/
is an online, open access academic journal that engages a wide spectrum of
scholarship and welcomes contributions from the various disciplines and
approaches that intersect with virtual worlds research. Virtual worlds
ignite a continuously evolving area of study that spans multiple
disciplines and the JVWR editorial team looks forward to engaging a wide
range of creative and scholarly research.
*Note:* this is a good opportunity for authors for a quick turnaround of
papers with November 2016 *decision* on publication and January 2017 *actual
*Motivation and Scope*
The Assembled issue is a place for various papers, on the topic of the
journal – that are being collected during the year and published usually
once a year.
Authors who would like to submit directly to the ‘Assembled’ issue should
do so by adding the words “submitted for Assembled” in the “Comments for
Editor” on the 1st step of the submitting process.
*Possible topics include, but are not limited to:*
– 3D fun
– Mini robots
– Social networks that change our mind
– Artificial limps
– New forms of hardware
– Augmented and mixed environments
– User generated content
– 3D printing
– Visual data streaming
– Immersive technologies
– Shopping from home
– Projections of the real
– Wireless people
– Portable friends
– The Internet of Things
– Virtual currencies
– And more
*See past Assembled issues:*
Submission Instructions Authors are invited to submit original scholarly papers of 3000-5000 words including footnotes, references, and appendices.
Interested authors should submit a full paper by the deadline indicated below. All submissions should be made via the JVWR publishing system (see
www.jvwreserach.org > About JVWR > For Authors). All submissions will be peer reviewed. Accepted papers will be published online in the Volume 9,
Number 3 (2016) of the Journal.
*Deadlines and Timetable*
Issue editor(s) are to be announced.
If you wish to enhance your editing experience with this quick turnaround
issue – please send email request to #TheJVWR coordinating editor
tzafnat.shpak AT jvwresearch.org
*November 25, 2016:* Authors submit full paper
*November 30, 2016:* Editors return initial decision
*December 20, 2016:* Authors submit final revision
*December 31, 2016:* Camera ready
*January 5, 2017:* Publication
Please contact: email@example.com
Focus section on
“Transforming books and the reading experience through interactive technologies”
to be published at the
Interaction Design and Architecture(s) Journal (IxD&A)
(ISSN 1826-9745, eISSN 2283-2998)
*** Since 2012 also in Scopus ***
*** Since 2015 also in Emerging Sources Citation Index and Web of Science ***
IxD&A implements the Gold Open Access (OA) road to its contents
with no charge to the authors (submission & paper processing)
If you wish to help us in improving the quality of the journal, please donate:
• Mohammad Obaid, Chalmers University of Technology, Sweden
• Ilgim Veryeri Alaca, Koç University, Turkey
• Pawel W. Wozniak, University of Stuttgart, Germany
• Lars Lischke, University of Stuttgart
• Mark Billinghurst, University of South Australia
• Deadline: January 31, 2017
• Notification to the authors: February 28, 2017
• Camera ready paper: March 15, 2017
• Publication of the special issue: end of March, 2017
Innovative systems in Human-Computer Interaction (HCI) alter the way we read and understand texts fundamentally. The novel reading experiences shifts our perception and deliver the visual, textual and sensory data in exploratory ways. HCI altered reading systems can take into account the needs and the preferences of the user and transform reading environments with design features. The aim of this focus section is to investigate emerging book formats and reading experiences supported by HCI that can have benefits in education, well-being, sustainability and creativity. Visionary and artistic work as well as research in connection to reading via emerging interactive technologies will be overviewed.
Focus Section in IxDxA Journal stems out of a NordiCHI 2016 Workshop entitled, “The Future of Books and Reading in HCI”. It builds on the exchanges through the workshop, and it aims to reflect on how book systems will be altered in the future in radical ways.
Topics of Interest
• HCI transformed reading experiences evaluation methods and instruments
• HCI transformed reading in education
• HCI transformed reading case studies
• HCI transformed reading and play
• Augmented reality & novel reading experiences
• Transformations in relation to the future of books and reading in HCI
• Visionary interactive book experiences and their benefits
• Sensory books, reading experiences supported with special materials
• Accessories and inserted gadgets, altered vision in books
• Interactive books that support reading in special needs
• Interactive books that support creative thinking, cognition and narrative development especially in children
• Spatial transformations during interactive reading experiences
• The pros and cons of various interactive books and methodologies used
• The influence of novel book representations on understanding and cognitive processes
• Evaluation methods and approaches for interactive books and reading experiences.
The manuscripts should be submitted either in .doc or in .rtf format.
All papers will be blindly peer-reviewed by at least two reviewers.
Authors are invited to submit 8-20 pages paper (including authors’ information, abstract, all tables, figures, references, etc.).
The paper should be written according to the IxD&A authors’ guidelines
Link to the paper submission page:
(when submitting the paper, please, choose Domain Subjects under:
“IxD&A focus section on: ‘Transforming books and the reading experience’)
More information on the submission procedure and on the characteristics
of the paper format can be found on the website of the IxD&A Journal
where information on the copyright policy and responsibility of authors,
publication ethics and malpractice are published.
For scientific advices and for any query please contact the guest-editors:
• mobaid (at) chalmers (dot) se
• ialaca(at) ku (dot) edu(dot) tr
• pawel (dot) wozniak(at) vis (dot) uni-stuttgart (dot) de
• lars.lischke (at) vis (dot) uni stuttgart (dot) de
• Mark (dot) Billinghurst (at) unisa (dot) edu (dot) au
marking the subject as: ‘IxD&A issue on: Transforming books and the reading experience”.
*** 2015: IxD&A in figures ***
• Spring 2017
includes also a special issue on
‘The Future of Human-Building Interaction: An HCI Perspective’
Guest Editors: Hamed S. Alavi, Denis Lalanne
• Summer 2017
‘Connecting Learning Design and Learning Analytics”
Guest Editors: Davinia Hernandez Leo, Yishay Mor, Maria Jesus-Triana, Paul Salvador
with a focus section on:
‘Temporalities of Engagement: challenges of co-design in public spaces’
Guest Editors: Alma Leora Culén, Dagny Stedahl
• Autumn 2017
‘Emerging Design: Transforming the STEAM Learning Landscape with the Support of Digital Technologies’
Guest Editors: Daniel Spikol, Jalal Nouri, Teresa Cerratto Pargman, Marcelo Milrad
• Winter 2017
‘Citizen, Territory and Technologies: Smart Learning Contexts and Practices’
Guest Editors: Óscar Mealha, Monica Divitini, Matthias Rehm
*** Call for Papers ***
Joint Special Issue of IEEE TETC and TLT on “Innovation in Technologies for Educational Computing”
IEEE Transactions on Emerging Topics in Computing (TETC)
IEEE Transactions on Learning Technologies (TLT)
*** Guest Editors ***
Fabrizio Lamberti, Politecnico di Torino, Italy
Gwo-Jen Hwang, National Taiwan University of Science and Technology, Taiwan
Baltasar Fernández, Universidad Complutense de Madrid, Spain
Wenping Wang, The University of Hong Kong, Hong Kong
*** Topics of interest ***
The goal of this joint Special Issue is to provide an overview of most recent emerging and “fringe” learning technologies. Sample topics of interest include:
1. Virtual, augmented and mixed reality: game-based learning, edutainment, gamification, intrinsic integration of game mechanics, virtual worlds and communities for education and training, digital humans and avatars in education, work-based and augmented learning
2. Learning at Scale: service-oriented architectures for learning, MOOCs, interoperability of learning systems, standards for knowledge sharing, open educational resources, linked open data, ontologies and reasoning
3. Ubiquitous and wearable computing: educational applications of sensor-based learning, smart watches and activity trackers, body sensor networks, ego-vision devices and life-logging equipment, Internet of Things, smart environments, context-aware services and tools
4. Social computing: educational data mining and filtering on social networks, social media for e-learning and e-assessment, social learning at scale, informal learning in social communities, peer review and assessment, trust and reputation in social communities
5. Big Data and data analytics: modeling of learners and learning processes, learning analytics, educational data mining, student profiling, behavioral and emotional analytics, learning data visualization, quantified self
6. Intelligent systems: adaptive learning, recommender systems, tools for smart tutoring and training, pedagogical agents and assistants, course and material personalization
7. Learning in the making: 3D printers and computer-controlled fabrication devices, open micro-controller, sensor and actuator technologies, smart programming environments, robotics
8. Human-computer interaction: natural and multi-modal interfaces, conversational agents, affective computing, interactive tabletops and surfaces, innovative interaction devices and techniques
*** Submission instructions ***
This partial list is not exclusive and does not cover all novel learning technologies. As a part of the submission letter the authors are requested to argue why the technology presented in the submission should be counted as “emergent” and “cutting edge”.
Submitted papers must describe original research which is not published nor currently under review by other journals or conferences. Authors are responsible for understanding and adhering to submission guidelines published on the IEEE Computer Society website (http://www.computer.org).
Authors are invited to submit manuscripts focused on odd labeled topics directly to Transactions on Emerging Topics in Computing (TETC) at https://mc.manuscriptcentral.com/tetc-cs and papers focused on even labeled topics directly to Transactions on Learning Technologies (TLT) at https://mc.manuscriptcentral.com/tlt-cs.
In special cases, authors are welcome to submit to the journal of their choice. Although with the above choice the authors are indicating which Transaction represents the primary target of their submission, they should be aware that papers may be published in TETC or TLT depending on the availability of space with the final allocation at the discretion of the Editor-in-Chief of the respective Transactions.
Correspondence should be addressed to: InnoTechEduComp-SI@polito.it
*** Important dates ***
– Submission Deadline: December 1, 2016
– Reviews Completed: March 1, 2017
– Major Revisions Due (if Needed): April 1, 2017
– Reviews of Revisions Completed (if Needed): May 1, 2017
– Minor Revisions Due (if Needed): June 1, 2017
– Notification of Final Acceptance: July 1, 2017
– Publication Materials for Final Manuscripts Due: August 1, 2017
– Publication date: October-December Issues of 2017
*** Indexing ***
IEEE TETC has been selected for coverage by Thomson Reuters. TETC’s 2016 impact factor will be available in the 2017 Journal Citation Report and all articles dating back to the first 2013 issue will be indexed and abstracted in Science Citation Index Expanded and Journal Citation Reports. IEEE TLT’s impact factor is 1.129 (Thomson Reuters’ 2015 Journal Citation Report).
Submit your proposal for an edited volume on “Digital Workplace Learning – Bridging Formal and Informal Learning with Digital Technologies” to be published by Springer, New York (http://www.springer.com/us/
Interested scholars should submit a 1-page proposal to Dirk Ifenthaler (firstname.lastname@example.org) by 01 November 2016, including author’s name (co-authors are welcome), institution, tentative title, chapter outline (max. 300 words), and five keywords. Early submissions are encouraged. All submissions will undergo a rigorous double-blind peer review who will recommend full submissions from among the proposals. You may refer to the following website for more information: http://
Digital learning is defined as any set of technology-based methods that can be applied to support learning and instruction. Emerging opportunities for digital learning include game-based learning, simulations, Massive Open Online Courses, social networks, learning analytics, or mobile applications. For corporate organisations, digital technologies enable the implementation of customised learning environments even on small scale. Hence, access to digital technologies changes learning in the workplace through cost effective delivery modes, easy to access leaning resources, and flexible learning environments. Currently, digital workplace learning is mostly implemented as formal learning environments, for example in the form of cooperate open online courses (COOCs). Yet, the opportunity for digital technology in workplace learning is the support of informal learning and fostering enablers for lifelong learning.
The edited volume “Digital Workplace Learning” aims to provide insights into how digital technologies may bridge and enhance formal and informal workplace learning. It will feature four major themes:
Call for Proposals
Prospective authors (co-authors are welcome) are invited to submit a chapter proposal, including title, abstract (max. 300 words), five keywords, and the part of the book (see above) not later than 01 November 2016 to Dirk Ifenthaler (email@example.com).
The proposal should be a previously unpublished work. Upon acceptance of the chapter proposal, the final chapter should be completed not later than 01 May 2017. Contributions will be blind reviewed and returned with comments by 01 June 2017. Finalised chapters are due no later than 01 June 2017. The final contributions should not exceed 20 manuscript pages. Guidelines for preparing chapters will be sent to authors upon acceptance of the proposal.
The following represents a timeline for completing the edited volume:
Inquires and Submissions