Journal of Universal Computer Science (J.UCS) Special Issue Future trends in computing technology for education

Background & Call for Manuscripts

Future educational technology , there will be new issues, applications, teacher- learner paradigms and perspectives that will have a powerful effect in the teaching and learning process such as mobile devices, MOOCS, computer based assessment applications, teacher-training methods and else that will lead to different applications and even philosophies of how educators understand or use technology. The primary issue is the applicability of different devices whether software or hardware. The second, is the accessibility which is also changing what is being taught giving ground to information, knowledge or common contents that in turn shape from the general idea of education to the daily lesson. The third is the user’s training and interaction (for teachers and learners). The fact that teachers and learners can access now new materials and activities will provide educational opportunities for those who have been traditionally had positive access to education as well as those who have not. Thus technology currently will serve to build bridges to link cultures and enhance educational enriching experiences.

This issue will put together a collection of different papers dealing with the two extremes of research-practice in the field of education pointing out distinctive technology based projects worldwide but especially looking to future applications

 

of that technology. The authors will provide a multidisciplinary perspective of technology based learning, emphasizing the methodological and technological innovation that should lead current and future educational practices.

This special issue intends to include original, pertinent and relevant contributions on future experiences with an especial look into future applications. A special call is done to papers that are included but not limited to the following issues:

  • Virtual & Physical studios: Neuroinformatics, Holography, immersive virtual reality, retinal screens

  • Gamification

  • Data Mining Strategies for E-Learning Organizations

  • Distance and Open Learning Environments

  • Virtual Education

  • Tangible computing: Reactive materials, digitally intermediated field trips

  • Creativity and innovation in learning technology

  • Ubiquitous environments

  • Tasks and assessment algorithms

  • S2S platforms

  • Teacher and learner specific training for e-learning and assessment

  • New trends in high-stakes testing

  • Object embedded intelligence

  • Cascading knowledge maps

  • Hypermedia Applications

  • Intelligent E-Learning Systems

  • Intelligent Training Technology

  • Interactive ELearning Systems and Environments

  • Learning and Content Management Systems

  • Learning Management Systems

  • Mobile Learning

  • Network Based Education and Training

  • Open users educational software

  • Social networking and education

  • Humanistic Resources in Educational Technology

  • Human Computer Interaction

  • Moocs