Call for Papers
- Paper submission: July 5, 2020
- Notification of Acceptance: August 9, 2020
- Complete paper upload for accepted papers: August 24, 2020
Papers may be written in Spanish, Portuguese or English and will be subject to double-blind peer review.
Proposals to the LACLO 2020 conference can be presented in the following formats:
- Full papers (6-10 pages)
Authors are invited to submit original articles describing research in the area of Learning Technologies that have not been published or published in another conference or scientific journal.
The works will be submitted to an evaluation process (double blind peer review). Those who are accepted must be presented during the conference and will be published in the conference proceedings book.
Accepted articles will be sent to IEEE Xplore for indexing. In addition, a set of best selected articles will be recommended for publication in special issues of journals after a substantial revision and modification.La conferencia recibirá presentaciones de artículos en las siguientes categorías:
Full Papers: that must contain 6 to 10 pages. These papers should present results of experiences, conclusions and future work.
All submissions will be reviewed by the Program Committee members and will be evaluated as to the originality, quality, and topics related to the event.
The article should not contain any identification of authors, affiliations, etc. It is the author's responsibility to make sure that their submissions strictly adhere to the required format. Submissions that do not meet the above guidelines may be rejected without review.
The works must be submitted in the following IEEE format IEEE (Manuscript Templates for Conference Proceedings).
The conference includes but is not limited to the areas listed below::
- Educational research and technology - Educational innovation
- Educational needs and technological solutions
- Learning Objects and Open Educational Resources
- Repositories of Learning Objects
- Architecture and computational solutions for teaching and learning problems
- Massive Online Open Courses (MOOCs)
- Mobile learning, educational television, and ubiquitous learning
- Learning analytics and educational data mining
- Inverted classroom
- Games, Virtual and Augmented Reality
- Personalized learning, adaptability, and accessibility
- Teaching experiences on the impacts of COVID on the teaching and learning processes; educational institutions management in the pandemic; education and technology in the COVID-19 era