Conference Code: 18JP04ICALT
Conference Aims and Objectives
The ICALT 2018: 20th International Conference on Active Learning and Technology
aims to bring together leading academic scientists, researchers and research scholars to exchange and share their experiences and research results on all aspects of Active Learning and Technology. It also provides a premier interdisciplinary platform for researchers, practitioners and educators to present and discuss the most recent innovations, trends, and concerns as well as practical challenges encountered and solutions adopted in the fields of Active Learning and Technology.
Call for Contributions
All honorable authors are kindly encouraged to contribute to and help shape the conference through submissions of their research abstracts, papers and e-posters. Also, high quality research contributions describing original and unpublished results of conceptual, constructive, empirical, experimental, or theoretical work in all areas of Active Learning and Technology are cordially invited for presentation at the conference. The conference solicits contributions of abstracts, papers and e-posters that address themes and topics of the conference, including figures, tables and references of novel research materials.WASET
Federated conference series is an event that brings together significant number of recurring events; academic conferences, symposia, workshops, special sessions, and plenary talks in the field of science and technology since inception in 1999. Each event may run over any span of time within the conference days.
All submitted conference papers will be blind peer reviewed by three competent reviewers. The peer-reviewed conference proceedings are indexed in the International Science Index (ISI)
, Google Scholar
, Semantic Scholar
, and other index databases. The conference abstracts and proceedings book, CD and certificate of presentation will be distributed to participants at the conference registration desk. Impact Factor Indicators
Special Journal Issues
has teamed up with the Special Journal Issue on Active Learning and Technology
A number of selected high-impact full text papers will also be considered for the special journal issues. All submitted papers will have the opportunity to be considered for this Special Journal Issue. The paper selection will be carried out during the peer review process as well as at the conference presentation stage. Submitted papers must not be under consideration by any other journal or publication. The final decision for paper selection will be made based on peer review reports by the Guest Editors and the Editor-in-Chief jointly. Selected full-text papers will be published online free of charge.
Conference Sponsor and Exhibitor Opportunities
The Conference offers the opportunity to become a conference sponsor or exhibitor. To participate as a sponsor or exhibitor, please download and complete the Conference Sponsorship Request Form
|Abstracts/Full-Text Paper Submission Deadline
||December 31, 2017
|Notification of Acceptance/Rejection
||January 25, 2018
|Final Paper (Camera Ready) Submission & Early Bird Registration Deadline
||March 26, 2018
||April 26 - 27, 2018
Please ensure your submission meets the conference's strict guidelines for accepting scholarly papers. Downloadable versions of the check list for
Please refer to the Paper Submission GUIDE
before submitting your paper.
Selected Conference Papers
1) Designing for Experience-Based Tourism: A Virtual Tour in TehranMaryam Khalili, Fateme Ghanei 2) Open Innovation Laboratory for Rapid Realization of Sensing, Smart and Sustainable Products (S3 Products) for Higher Education J. Miranda, D. Chavarría-Barrientos, M. Ramírez-Cadena, M. E. Macías, P. Ponce, J. Noguez, R. Pérez-Rodríguez, P. K. Wright, A. Molina 3) An Analysis of Gamification in the Post-Secondary ClassroomF. Saccucci 4) Remote Training with Self-Assessment in Electrical EngineeringZoja Raud, Valery Vodovozov 5) An Augmented-Reality Interactive Card Game for Teaching Elementary School StudentsYuLung Wu, YuTien Wu, ShuMey Yu 6) The Role of Creative Thinking in Science EducationJindriska Svobodova, Jan Novotny 7) Bilingual Gaming Kit to Teach English Language through Collaborative LearningSarayu Agarwal 8) The Effectiveness of Implementing Interactive Training for Teaching Kazakh LanguageSamal Abzhanova, Saule Mussabekova 9) Understanding Evolutionary Algorithms through Interactive Graphical ApplicationsJavier Barrachina, Piedad Garrido, Manuel Fogue, Julio A. Sanguesa, Francisco J. Martinez 10) Online Language Learning and Teaching Pedagogy: Constructivism and BeyondZeineb Deymi-Gheriani 11) Gamification as a Tool for Influencing Customers' BehaviourB. Zatwarnicka-Madura 12) Effects of Gamification on Lower Secondary School Students’ Motivation and EngagementGoh Yung Hong, Mona Masood 13) DSLEP (Data Structure Learning Platform to Aid in Higher Education IT Courses)Estevan B. Costa, Armando M. Toda, Marcell A. A. Mesquita, Jacques D. Brancher 14) Active Learning in Computer Exercises on ElectronicsZoja Raud, Valery Vodovozov 15) The Application of Active Learning to Develop Creativity in General EducationChalermwut Wijit
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