The program committee of ICETC 2026 would like to invite those working in areas related to education technology and computers to submit full paper or abstract, which will be presented as either oral or poster at the conference.

Submissions will be double blind peer reviewed by experts in the field, and accepted full paper after registration and presentation will be published in the conference proceedings.

Topics of interest include, but are not limited to:

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Track 1: Online, Blended, and Hybrid Learning
- Best Practices for Remote Teaching
- Designing and Implementing Blended Learning Models
- Online Course Development and Management

- Mobile Learning & Microlearning
- Virtual Classrooms Technologies and Tools
- Student Engagement and Interaction Strategies
- Cloud Computing & Collaborative Platforms

Track 2: Artificial Intelligence in Education
- Intelligent Tutors and Personalized Learning Systems
- Adaptive Learning Platforms
- Educational Data Analytics and Prediction
- Generative AI for Education
- AI-Powered Adaptive Learning
- AI in Assessment & Feedback
- Ethical AI in Learning

Track 3: Immersive Technologies – VR, AR & Simulations
- Development of Immersive Learning Environments
- Virtual Classrooms & Remote Labs
- Applications of Augmented Reality in Classroom Teaching
- Impact of VR/AR Technologies on Student Learning Outcomes
- Tools and Platforms for Developing and Integrating VR/AR Content
- Extended Reality (XR) and The Metaverse

Track 4: Learning Analytics and Data-Driven Education
- Collection and Analysis of Student Behavior Data
- Optimization of Learning Paths and Personalized Recommendations
- Real-Time Adaptive Learning Analytics
- Visualization Tools in Learning Analytics
- Learning Engineering & AI-Based Instructional Design
- Data Privacy & Ethical Considerations

Track 5: Gamification and Game-Based Learning
- Gamification Elements in Course Design
- Game-Based Learning Activities and Assessments
- Adaptive Game-Based Learning
- Development and Evaluation of Educational Games
- Impact of Gamified Learning on Student Motivation and Engagement
- Virtual Reward Systems and Achievement Frameworks
- Gamification in Professional Development
- AI-Powered Virtual Coaches in Gamified Learning
- Game-Based Ethics

Track 6: Mobile Learning and Ubiquitous Computing
- Integration of Mobile Devices in Education
- Mobile Learning Applications and Platforms
- Designing Ubiquitous Learning Environments
- Microlearning & Instant Feedback
- Impact of Mobile Learning on Students of Different Age Groups
- Location-Based Augmented Learning
- Real-Time Global Classrooms

Track 7: Cybersecurity, Privacy, and Digital Ethics in Education Student Data Protection Regulations and Compliance
- Security of Online Learning Platforms
- Preventing Cyber Threats in Educational environments
- Privacy Protection Technologies and Strategies
- Security Education and Digital Literacy
- Digital Identity and Decentralized Learning
- Ethical Considerations in AI Surveillance in Schools


Track 8: Assistive Technology and Inclusive Education Technical Support for Students with Disabilities
- Multilingual and Cross-Cultural Educational Technologies
- Development of Personalized Learning Tools
- Applications of Assistive Technology in Special Education
- Universal Design for Learning (UDL)
- Brainwave-Based Assistive Learning
- AI-Generated Real-Time Translations in Education

Track 9: Instructional Design And Teaching Strategies (Education-Focused)
- Curriculum Development and Planning
- Pedagogical Models and Instructional Methods
- Classroom Management and Teaching Effectiveness
- Active Learning and Student Engagement Techniques
- Differentiated Instruction and Learning Styles
- Teacher Professional Development in Pedagogy

Track 10: Assessment and Evaluation in Education (Education-Focused)
- Formative and Summative Assessment Methods
- Design of Valid and Reliable Assessments
- Feedback Strategies for Learning Improvement
- Alternative Assessment (Portfolios, Peer Assessment, Self-Assessment)
- Standards-Based Grading and Competency Evaluation
- Assessment for Diverse Learner Populations