Special Issue "Interactive Technology and Smart Education"
A special issue of Computers (ISSN 2073-431X).
Deadline for manuscript submissions: 31 July 2021.
Interests: software ecosystems, knowledge management, decision support systems, game-based learning, reusability, standards, interoperability, accessibility, creative learning
The capacity of interactive technologies to enhance learning practices has become increasingly evident in the last several decades. In recent months, the globalized lockdown has dramatically changed the modes of teaching and learning. This simultaneously raised new challenges and new opportunities in the context of a dramatic shift towards a fully or nearly fully digital learning environment.
The aim of this Special Issue is to capture insights and practical feedback from the lockdown experiences, exploring teacher and student needs and perspectives, as well as new educational paradigms and models in connection with the use of interactive technologies such as serious games and the gamification concept; virtual, augmented, and mixed realities; intelligent agents, etc. Critical features such as assessment, online collaboration, and web accessibility are also considered.
This effort focuses on providing a better comprehension of a fully digital learning environment: the role of the teacher/tutor; disruptive learning methodologies; technical challenges and constraints associated with teaching and learning in urban and rural areas in a 100% digital learning environment; the acquisition of critical sustainability skills required to operate digital technologies; the ability to identify reliable learning resources and eliminate fake information; and the construct of self-learning capabilities.
We welcome original contributions covering innovative models and experimentation of emergent learning settings employing virtual reality technologies. The main topics include, but are not limited to:
- Smart learning;
- Models of human–computer interaction;
- Game-based experiences;
- Accessibility and assistive technologies ;
- Virtual, augmented, and mixed realities;
- Mobile interaction;
- Intelligent agents;
- Collaborative learning models;
- Adaptive learning systems;
- Home-based learning systems;
- Assessment models;
- Visual analytics for skill acquisition.
Dr. Ioana Andreea Stanescu
Dr. Samir Garbaya
Manuscript Submission Information
Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All papers will be peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.
Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Computers is an international peer-reviewed open access monthly journal published by MDPI.
Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1400 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.
- virtual realities
- web accessibility
- home-based learning
The below list represents only planned manuscripts. Some of these manuscripts have not been received by the Editorial Office yet. Papers submitted to MDPI journals are subject to peer-review.
Title: Digital citizenship and digital literacy in the conditions of social crisis
Authors: Valentina Milenkova; Vladislava Lendzhova
Affiliation: Sociology Department of South-West University "Neofit Rilski", Bulgaria
Abstract: At the present day, Internet technology and social media totally dominate as a means of communication. The media and social interaction have a two-sided nature, as the important role is not only those by the media messages to the users but by the users to the media, too. This article aims to present the dominant importance of digital media, digital literacy transformation into a precondition for social inclusion, and an indicator of professional competence and social skills. Digital citizenship is a term that reflects the level of training and competencies, with a view to active participation in social, professional, and civic life. The article is based on two methods: focus groups that were conducted in late 2019 and includes: students, young mothers, pensioners, unemployed. The second method used is the documents analysis - publications, materials, quantitative results of research on social reactions to digital media as a source of information in the context of the Covid-19 pandemic crisis. The combination of materials and data that have been analyzed are related to the period of the lockdown between March 2020 and December 2020 In the time of global social crises and confrontations, digital media literacy turned out critical importance for the normal course of social events and their interpretations. In this regard, digital citizenship contributes to social understanding and control as well as the individual practices in the global pandemic trajectory. Keywords: digital citizenship, digital literacy, Covid-19, media, trust.