Abbrevation
WMUTE
City
Kagawa
Country
Japan
Deadline Paper
Start Date
End Date
Abstract

<br>The scope of WMUTE 2012 will cover but not be limited to:<br>* Mobile social media for education<br>* User experiences in mobile social media creation and collaboration<br>* Specific roles for video in mobile learning and working<br>* Theories and applications for modeling collaboration in mobile environments<br>* Emerging mobile video development platforms and user interfaces<br>* Context&#8211;aware learning environments and mobile social media applications<br>* Open educational resources for WMUTE<br>* Mobile video story&#8211;telling and communities<br>* Human&#8211;computer interaction aspects of technology&#8211;enriched classrooms<br>* Mobile and ubiquitous computing support for collaborative learning<br>* Mobile Web 2&#046;0 applications for learning and teaching<br>* Learning scenarios supported by wireless sensor networks<br>* Small&#8211;screen interface design for WMUTE<br>* Mobile collaborative learning systems<br>* Implementation of learning models exploiting one&#8211;to&#8211;one technology<br>* New devices for learning and instruction<br>* Game&#8211;based learning with ubiquitous and one&#8211;to&#8211;one technologies<br>* Adaptive and adaptable learning environments using mobile and ubiquitous devices<br>* Intelligent Agents support for ubiquitous learning and one&#8211;to&#8211;one classroom settings<br>* Architectures and infrastructures for one&#8211;to&#8211;one classroom settings<br>* Methods of interaction analysis in mobile and ubiquitous learning scenarios<br>* Evaluation and evaluation methodologies for WMUTE<br>Topics of interest for DIGITEL 2012 include, but are not limited to:<br>* Design foundation and theory for DIGITEL<br>* Educational robots and toys<br>* Artificial intelligence for DIGITEL<br>* Virtual characters for education and learning<br>* Virtual storytelling and game narrative for education and learning<br>* Multiplayer and social game design for education and learning<br>* Simulation and animation for education and learning<br>* Augmented/mixed reality for education and learning<br>* Game&#8211;based learning/training<br>* Games in real world (ubiquitous learning)<br>* Storytelling and narrative in education and learning<br>* VR&#8211;based education/training<br>* Non&#8211;visual senses (smelling, touching, hearing) for DIGITEL<br>* Mobile games and its linking to online games for education and learning<br>* Location&#8211;based games and ubiquitous technology for education and learning<br>* Identity in gaming to learn: roles and role&#8211;playing<br>* Collaboration, competition and community in DIGITEL<br>* Social and cultural aspects in DIGITEL<br>* Evaluation of DIGITEL systems<br>* Studies of the effect of games on learning, affect, and motivation<br>* Embedding instructional design principles in games<br>