16 Apr 2018

First-time author OPTIONAL  submission (CLOSED)

 

15 May 2018

Feedback to first-time authors (COMPLETE)

24 Aug  2018

Paper subsmission deadline (EXTENDED)

17 Aug 2018

Notification of review outcomes

 

01 Oct 2018

Camera-ready papers due

08 Oct 2018

Early-bird and presenter registration deadline

04 Dec 2018

Conference opening

04 Dec 2018

05 Dec 2018

06 Dec 2018

07 Dec 2018 

Sponsors
Important Dates
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Contact:     secretariat@tale2018.org

Pre-Conf Workshops + Opening + Welcome Reception

Main Technical Program + Conf Dinner

Main Technical Program + Closing Ceremony

Social Program (optional tours)

Bronze Sponsors

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GOLD Sponsor

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Conference Theme: Engineering Next-Generation Learning

TALE aims to provide a forum for scholars and practitioners to share their knowledge and experience in engineering and technology education, as well as in technology-enabled educational innovation across a variety of academic and professional disciplines. This year's theme, Engineering Next-Generation Learning, adopts a future-facing perspective in addressing this dual focus. To this end, papers and other contributions are solicited that relate to two distinct but interconnected and overlapping strands:

 

  1. Preparing the Next Generation of Engineers and Technologists

  2. Engineering the Next Generation of Learning Technologies, Approaches and Environments

1. Preparing the Next Generation of Engineers and Technologists

 

The focus of this strand is on learning, teaching, assessment, curriculum, administration, and policy within engineering, computing and information technology, and other STEM disciplines, across all levels and sectors of education and training. Contributions that consider the potential implications of the Internet of Things (IoT) and of the move toward smart cities with an 'Industry 4.0' focus where cyber-physical systems, the IoT, big data analytics, blockchain and cognitive computing play an increasingly major role are especially encouraged.

Among the topics relevant to this strand are the following
:

  • Teacher/faculty development in engineering and technology disciplines

  • Accreditation and quality assurance

  • Program marketing and outreach

  • First-year engineering and computing courses

  • Threshold concepts in engineering and computer science

  • Capstone projects and project-based learning

  • Instructional design and learning design

  • Learning and teaching of threshold concepts

  • Gender and diversity in STEM

  • After-school and community education programs (e.g., robotics clubs, public makerspaces)

  • Academic-industry partnerships and linkages

  • Laboratory-based learning (on-campus and remote/virtual)

  • Work-based/work-integrated and service learning

  • Continuing professional development for engineers and technologists

 

This strand is concerned with the innovative use of technologies for supporting and enhancing approaches to learning, teaching and assessment activities, and to the creation of environments that are conducive to those activities. This encompasses both face-to-face and online educational settings, plus those that combine or blend the face-to-face and online modalities. Of particular interest are reports of research, research-to-practice and practice that explore the potential for education of leading-edge and horizon technologies such as virtual, augmented and mixed reality; wearable and ubiquitous computing; 5G wireless telecommunications; blockchain systems; artificial intelligence and adaptive technologies; big data and machine learning analytics; advanced robotics; and brain-computer interfaces.

Examples of relevant topics include the following:

  • Computer-based learning and courseware technologies

  • Computer-supported collaborative learning

  • Online/e-learning and blended learning

  • E-assessment

  • Institutional and enterprise learning management systems (LMS)

  • Learning technology standards and standardisation

  • Wearable, mobile and ubiquitous learning

  • Intelligent tutoring systems

  • Virtual-, augmented- and mixed-reality learning environments

  • Instructional games and simulations

  • Educational data mining and learning analytics

  • Open educational resources

  • Massive open online courses (MOOCs)

  • Design of technology-enhanced learning spaces (e.g., active learning classrooms)