Topics
- Active Learning and Blended Instructions
- Instructional Materials and Design
- Distance Education
- The Classroomand New Learning
- Software, Games and Simulations
- Technologies, Strategies and Methods
- EducationalProjects and Innovations
- Vocational/Technical Education
- Virtual Technologies
- Experiences in Learning
- Asynchronous Learning
- Learning Objects and Technology
- Innovative Teaching Strategies
- Content Management Systems
- Teaching Technologies
- Learning Management Systems
- Online Collaboration
- Online Assessment
- Smart-Board Teaching
- Online Forum Discussion
- Virtual Classrooms
- Table of Specifications
- E-Learning Strategies
- Digital Libraries
- Advanced Technologies for Learning/Teaching
- Curriculum Design
- Collaborative technologies
- Cloud computing
- Learning management systems and environments
- E-publishing/digital libraries
- Mobile teaching and learning technologies
- Learning portfolios
- Social networks
- Shared online video
- Web 2.0 technologies (podcasting, wikis, blogs, etc.)
- Videoconferencing
- Assessment practices in cross-cultural research
- Alternative and innovative assessment methods
- Performance and outcome assessment
- Best practices in assessment/evaluation
- Accessibility, scalability, usability,& sustainability
- Contextualized innovation
- Government initiatives and programs
- Education reform with technology
- Quality assurance and accreditation
- Technology Policy issues and trends
- E-learning benchmarks and standards
- Teacher education and technology integration
- Networks, Partnerships, and Exchanges
- Evaluating for quality improvement
- Courses, programs, degrees, and initiatives
- Competencies and perspectives
- Learning communities/Environments
- Learning barriers, challenges, and concerns
- Innovative Approaches to Learning
- Learning partnerships and innovations
- Case, Scenario, Problem, Project -based learning
- Authentic, contextualized, and real-world learning
- Communities of practice
- Collaborative learning
- Game-based learning
- Electronic Performance Support Systems (EPSS)
- Learning communities
- Learner-centered, and self-directed learning
- Lifelong, informal, and nontraditional learning
- Learning management and support systems
- Participatory learning and media
- On-demand and just-in-time learning
- Virtual reality learning environments
- Personalized learning environment
- Learning portals
- Free and open source software
- Online language learning
- Localization of content and knowledge
- Open courses, learning, and open resources
- Open access publishing
- Open projects, partnerships, and consortia
- Publishing, copyright and other legal issues
- Participatory/contributory communities
- Open teaching
- Digital divide issues, initiatives, and cases
- Technologies for Socially Responsive Learning
- Ethical, cultural, historical aspects
- Digital and social media for engaging youth
- Education online films
- Social issues in technology use
- Learning technologies for change
- Documentaries, news, & other media
- Technology solutions for the marginalized
- Rural community learning and technology
- E-learning/E-training
- Technology uses in multicultural contexts
- Innovative online learning and programming
- Flexible learning
- Online learning environments
- Mobile and ubiquitous learning
- Agents and Multi-Agents systems for ICT
- Mobile Communication Services
- Artificial Intelligence / Expert Systems
- Antennas & Propagation
- Environmental Technology
- Bioinformatics and Scientific Computing
- Business Information Systems
- Broadband & Intelligent Networks
- ICT Systems and Networks
- Econometrics
- Computational Intelligence Applications
- Complex Systems: Modeling
- Data Base Management
- Computer Vision & Pattern Recognition
- Data Warehousing, Ontology and Databases
- Data Generation and Data Fusion
- E-Commerce & E-Business
- Distributed Sensor Networks
- E-Government & E-Working
- Mining Technology
- E-Learning & E-Collaborations
- E-Health & Biomedical Applications
- Ethical, Social and Legal issues in Environment
- Emerging Technologies & Applications
- Fuzzy Logic & Systems
- Evolutionary Computation & Genetic Algorithms
- Human-Computer Interaction
- Fuzzy, ANN & Expert Approaches
- ICT & Education
- ICT & Banking
- ICT in Environmental Sciences
- ICT & Intelligent Transportation
- Image Analysis and Processing
- Image & Multimedia Applications
- Information Indexing & Retrieval
- Information & Data Security
- Information Processing
- Information Management Systems
- Intelligent Computing Systems
- Information systems & Applications
- Knowledge Based Systems
- Internet Applications & Performances
- Knowledge Development
- Time Management
- Machine Learning Technologies
- Decision Making
- Management Information Systems
- Machine Vision & Remote sensing
- Mobile Networks & Services
- Geographical Information Systems
- Natural Language Processing
- Mobile/Wireless Computing
- Networking Theory & Technologies
- Network Management and Services
- Next Generation Network
- Neural Networks Applications
- Parallel and Distributed Computing
- Optical Communications
- QoS Management
- Protocols and Standards
- Robotic Technologies
- Real-Time and Embedded Systems
- Security and Cryptography
- Satellite & Space Communications
- Signal & Image Processing
- Semantic Web Applications
- Virtual workforces
- Systems & Software Engineering
- Wireless Communications
- Web Engineering
- Engineering Education and Sustainability
- New and Emerging Technologies in Education
- Learning and Teaching Methodology
- Innovation and Good Practice
- Computer Software in Engineering
- Media Production
- E-Learning Tools and Developments
- Mathematical and Statistical Applications
- Web-based Learning
- Computer Science in engineering
- Integrating e-Learning and Classroom Learning
- Electrical/Electronics Engineering Education
- Emerging Technologies for Virtual Education
- Mechanical Engineering Education
- Environmental Dynamics
- Chemical Engineering Education
- Ethical Issues in Engineering Education
- Computer and Web-based Software
- University-Industry Collaboration
- Virtual Environments for Education
- Research/Innovation in Engineering Education
- Digital Classrooms
- Current and Future Trends and Directions
- Multimedia in Engineering Education
Who should Attend
Educators, technologists, researchers, entrepreneurs, consultants, scientists, policy makers, training managers and curriculum developers.