Description

54th ISTANBUL World Congress on “Teaching, Education & Technology” (WCTET-25) on Aug. 28-29, 2025 Istanbul (Turkiye) aims to bring together leading academic scientists, researchers and scholars to exchange and share their experiences and research results about all aspects of Studies in Business, Social Sciences, Humanities and Education and share/discuss the practical challenges encountered and the solutions adopted.

Call For Papers

Topics of Interest for Submission include, but are Not Limited to:

I. Artificial Intelligence in Education (AIEd):

  • Personalized Learning through AI:
    • AI-driven adaptive learning platforms: How they analyze student data to customize learning paths and content.
    • AI tutors and intelligent tutoring systems: Effectiveness in providing individualized support and feedback.
    • Using AI to identify learning gaps and provide targeted interventions.
    • Ethical considerations and data privacy in AI-powered personalization.
  • AI for Educators:
    • AI tools for automating administrative tasks (grading, scheduling, communication).
    • AI-powered content creation and curriculum design.
    • Using AI for teacher professional development and personalized feedback on teaching practices.
    • The role of AI in identifying at-risk students and providing early support.
  • Generative AI in Education:
    • Exploring the potential of large language models (LLMs) in education: benefits and challenges.
    • Using generative AI for brainstorming, outlining, and drafting (with appropriate guidelines).
    • Detecting AI-generated content and promoting academic integrity in the age of AI.
    • Developing AI literacy among students and educators.
  • AI in Assessment:
    • AI-powered tools for automated essay scoring and feedback.
    • Using AI for formative assessment and real-time progress monitoring.
    • Ethical implications of AI in high-stakes testing.

II. Immersive Learning Technologies:

  • Virtual Reality (VR) in Education:
    • Creating immersive learning experiences for various subjects (history, science, arts).
    • VR for virtual field trips and simulations of real-world scenarios.
    • Developing practical skills in safe, virtual environments.
    • Accessibility and cost-effectiveness of VR in education.
  • Augmented Reality (AR) and Mixed Reality (MR) in Education:
    • Overlaying digital content onto the real world for enhanced learning.
    • AR applications for interactive textbooks and learning materials.
    • Using MR for collaborative learning in shared virtual and physical spaces.
    • The role of mobile AR in making learning more accessible.
  • Gamification and Game-Based Learning:
    • Designing engaging learning experiences using game mechanics (points, badges, leaderboards).
    • Educational games for skill development and knowledge acquisition.
    • The use of virtual and augmented reality in educational games.
    • Motivation and engagement through gamified learning.
  • Digital Twins in Education:
    • Creating virtual representations of real-world objects or systems for interactive learning.
    • Applications in STEM education for understanding complex machinery or processes.

III. Hybrid and Flexible Learning Models:

  • Designing Effective Hybrid Learning Environments:
    • Blending online and in-person instruction for optimal learning outcomes.
    • Strategies for engaging students in both modalities.
    • Utilizing technology to bridge the gap between physical and virtual classrooms.
    • Creating equitable access and experiences in hybrid settings.
  • Personalized and Adaptive Learning Pathways:
    • Empowering students to take ownership of their learning journey.
    • Using data and analytics to tailor learning experiences to individual needs and paces.
    • Implementing flexible assessment methods in personalized learning.
  • Microlearning and Nanolearning:
    • Delivering content in short, focused bursts for better retention.
    • Utilizing mobile-first learning strategies for on-the-go learning.
    • Integrating microcredentials and digital badges for recognizing specific skills.
  • Open Educational Resources (OER) and Accessibility:
    • Creating, sharing, and utilizing openly licensed educational materials.
    • Ensuring digital learning resources are accessible to all learners, including those with disabilities.
    • Universal Design for Learning (UDL) principles in technology integration.

IV. The Evolving Role of Educators and Pedagogies:

  • Teacher Professional Development in the Digital Age:
    • Training educators to effectively integrate new technologies into their teaching practices.
    • Developing digital literacy and pedagogical skills for online and hybrid environments.
    • The role of AI in providing personalized professional development.
  • Innovative Pedagogical Approaches:
    • Project-based learning (PBL) and inquiry-based learning.
    • Collaborative learning and peer-to-peer teaching.
    • Flipped classroom models and their impact on student engagement.
    • Active learning strategies for deeper understanding and critical thinking.
  • Learning Analytics and Adaptive Teaching:
    • Collecting and analyzing student data to inform teaching practices.
    • Using learning analytics to identify students needing support and personalize instruction.
    • Ethical considerations in the collection and use of student data.
  • Fostering Digital Citizenship and Media Literacy:
    • Educating students on responsible and ethical online behavior.
    • Developing critical thinking skills for evaluating online information.
    • Addressing issues of online safety, privacy, and misinformation.

V. Future Trends and Challenges:

  • The Impact of 6G and Next-Generation Internet on Education:
    • Exploring the potential of faster networks and immersive technologies.
  • Blockchain Technology for Secure Credentialing:
    • Using blockchain for tamper-proof digital diplomas and certificates.
  • Addressing the Digital Divide and Promoting Equity in Access:
    • Strategies for ensuring all learners have access to technology and digital resources.
  • The Metaverse and Web3 in Education:
    • Exploring the potential of decentralized and immersive online environments for learning.
  • Sustainability and Environmental Education through Technology:
    • Using technology to raise awareness and promote sustainable practices.