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Special Sessions

Special sessions are very small and specialized events to be held during the conference as a set of oral and poster presentations that are highly specialized in some particular theme or consisting of the works of some particular international project. The goal of special sessions (minimum 4 papers; maximum 9) is to provide a focused discussion on innovative topics. All accepted papers will be published in a special section of the conference proceedings book, under an ISBN reference, and on digital support. All papers presented at the conference venue will be available at the SCITEPRESS Digital Library. SCITEPRESS is a member of CrossRef and every paper is given a DOI (Digital Object Identifier). The proceedings are submitted for indexation by SCOPUS, Google Scholar, The DBLP Computer Science Bibliography, Semantic Scholar, Microsoft Academic, Engineering Index (EI) and Conference Proceedings Citation Index.


Special session proposals are accepted until:

December 18, 2020


If you wish to propose a new Special Session please kindly fill out and submit this Expression of Interest form.

SPECIAL SESSIONS LIST

CSME 20212nd International Special Session on Computer Supported Music Education
Chair(s): Luca Andrea Ludovico

A2E 2021Special Session on Analytics in Educational Environments
Chair(s): Ana Azevedo

GonCPL 2021Special Session on Gamification on Computer Programming Learning
Chair(s): Martinha Piteira

2nd International Special Session on Computer Supported Music Education - CSME 2021

Paper Submission: February 24, 2021
Authors Notification: March 10, 2021
Camera Ready and Registration: March 18, 2021


Chair

Luca Andrea Ludovico
Università degli Studi di Milano
Italy
e-mail
 
Scope

The goal of this special session is to investigate the impact of computer-based approaches on music education. Specifically, contributions should focus on the development and use of hardware devices, software, and, more generally, advanced technologies (e.g., new-generation mobile networks, artificial intelligence, etc.) aiming to support music learning/teaching and to improve player's performance.


Special Session on Analytics in Educational Environments - A2E 2021

Paper Submission: February 24, 2021
Authors Notification: March 10, 2021
Camera Ready and Registration: March 18, 2021


Chair

Ana Azevedo
CEOS.PP / ISCAP / P.PORTO
Portugal
e-mail
 
Scope

Analytics is an area of growing interest in the research communities. INFORMS defined analytics as the scientific process of transforming data into insights with the purpose of making better decisions. Being grounded on the area of decision support systems, the area of analytics has got a vast range of applications. One important application concerns educational environments, where the three types of analytics, namely, descriptive, predictive, and prescriptive are being applied.

The use of LMS where the activity of the students’ can be easily accessed, potentiated the use of analytics to understand their route during the learning process, thus they can be helped to improve during that process. Also, the use of analytics from the school’s managers, can help them to take better decisions. In this special session we are interested in research papers focusing in two of the three domains, as presented by Cetis Analytics Series: domain of the teacher and learner, and domain of management and support systems




Special Session on Gamification on Computer Programming Learning - GonCPL 2021

Paper Submission: February 24, 2021
Authors Notification: March 10, 2021
Camera Ready and Registration: March 18, 2021


Chair

Martinha Piteira
ESTS/IPS
Portugal
e-mail
 
Scope

The Special Session in Gamification on Computer Programming Learning (GonCPL) aims to bring researchers and practitioners working in innovative approaches using gamification in the learning process.

On the last years, gamification has studied in various contexts, such as marketing, health, sports and education. According to literature, gamification integrates "elements of game design in non-game context", with the objective of increasing users’ engagement in certain activities.

Gamification are attracting a growing interest among the main actors that take part in the learning-teaching process and are highly considered among other educational approaches.

Some authors indicate that gamification may play an important role in the learning process, by the ability of overcoming difficulties of some topics and by motivating and engagement students in subjects that are considered less interesting, but that are undeniable important.

Gamification in education has received enormous attention in these last years, both of researchers and educators. However, the knowledge about the effect of gamification on students’ performance is still scarce. On the other hand, the gamification integration on educational information systems should follow a formal and clear design process, however these gamification design processes for specific contexts are not still defined.




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