Interactive Technology and Smart Education
A special issue of Computers (ISSN 2073-431X).
Deadline for manuscript submissions: closed (31 October 2022) | Viewed by 78108
Special Issue Editors
Interests: software ecosystems, knowledge management, decision support systems, game-based learning, reusability, standards, interoperability, accessibility, creative learning
Special Issue Information
Dear Colleagues,
The capacity of interactive technologies to enhance learning practices has become increasingly evident in the last several decades. In recent months, the globalized lockdown has dramatically changed the modes of teaching and learning. This simultaneously raised new challenges and new opportunities in the context of a dramatic shift towards a fully or nearly fully digital learning environment.
The aim of this Special Issue is to capture insights and practical feedback from the lockdown experiences, exploring teacher and student needs and perspectives, as well as new educational paradigms and models in connection with the use of interactive technologies such as serious games and the gamification concept; virtual, augmented, and mixed realities; intelligent agents, etc. Critical features such as assessment, online collaboration, and web accessibility are also considered.
This effort focuses on providing a better comprehension of a fully digital learning environment: the role of the teacher/tutor; disruptive learning methodologies; technical challenges and constraints associated with teaching and learning in urban and rural areas in a 100% digital learning environment; the acquisition of critical sustainability skills required to operate digital technologies; the ability to identify reliable learning resources and eliminate fake information; and the construct of self-learning capabilities.
We welcome original contributions covering innovative models and experimentation of emergent learning settings employing virtual reality technologies. The main topics include, but are not limited to:
- Smart learning;
- Models of human–computer interaction;
- Game-based experiences;
- Accessibility and assistive technologies ;
- Virtual, augmented, and mixed realities;
- Mobile interaction;
- Intelligent agents;
- Collaborative learning models;
- Adaptive learning systems;
- Home-based learning systems;
- Assessment models;
- Visual analytics for skill acquisition.
Dr. Ioana Andreea Stanescu
Dr. Samir Garbaya
Guest Editors
Manuscript Submission Information
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Keywords
- virtual realities
- web accessibility
- home-based learning
- gamification
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