2011 International Conference on e-Education, Entertainment and e-Management
(ICEEE 2011)
27-29 December 2011, Bali , Indonesia
ICEEE 2011 will act as a major forum for the presentation of innovative ideas, approaches, developments, and outcomes of research projects in the area of technology-based education, entertainment and management as well as the exchange of information between researchers, faculty, administrators and practitioners. Main groups of conference topics include but are not limited to applications of advanced technology and software-hardware systems for modern teaching and learning, best practices and case studies on innovative technology-based teaching strategies and instructional design approaches, institutional strategies and policies on technology-based education and training, technology-based open and distance education, national and international projects and collaboration, and technology as an enabler of globalization of education and entertainment, management issues. This year, ICEEE 2011 was sponsored by IAMSIE and technical co-sponsored by JIBES school of computer and IEEE Indonesia section.
The conference aims to focus on available educational resources, exceptionally good educational practices, visions for future developments and historic perspectives. This event will be an excellent meeting place for both professionals and enthusiasts; experienced teachers and novices, who want to have up-to-date information on state-of- the- art and future learning environments. We want you to explore and make contact with other players to enrich your network for years to come. We ask for contributions to a range of activities, not only traditional papers and panels.
The conference proceedings will be published by IEEE (IEEE Catalog Number: CFP1186P-PRT, ISBN: 78-1-4577-1380-4) and will be indexed by Ei Compendex and ISTP .
Important Dates:
15th August 2011, Submission of papers
15th September 2011, Notification of acceptance
15th October 2011, Submission of final version of paper for publishingand deadline for registration
27-29 December 2011, Conference date

Paper submission system:
Please use the LaTeX style file (http://www.iceee-conf.org/IEEE_Latex.zip)  or Microsoft Word template (http://www.iceee-conf.org/instruct.doc)  to prepare your final version, including figures, tables and references. A standard paper should not exceed 4 pages, extra pages do not exceed 2 pages (pay extra pages fee)
To submit the paper, please click:
http://www.iceee-conf.org/submit

 

Potential Themes And Topics
Proposals are invited on a wide range of topics relevant to theme and may include, but not limited to these streams:
1 Organizational Strategy and Management Issues
 Higher and Further Educationn
n Primary and Secondary Education
n Workplace Learning
n Vocational Training
n Home Schooling
n Distance Learning
n Blended Learning
n Change Management
n Educational Management
n Continuous Professional Development for Educational and Training Staff
n Return on e-Learning Investments

2. e-Learning Curriculum Development Issues
n Philosophies and Epistemologies for e-learning
n Learning Theories and Approaches for e-learning
n e-Learning Models
n Conceptual Representations
n Pedagogical Models
n e-Learning Pedagogical Strategies
n e-Learning Tactics
n Developing e-Learning for Specific
n Subject Domains

3. Technological Issues
n Learning Management Systems
n Managed Learning Environments
n Virtual Learning Environments
n Computer-Mediated Communication Tools
n Social Support Software
n Architecture of Educational Information
n Systems Infrastructure
n Security and Data Protection
n Learning Objects
n XML Schemas and the Semantic Web
n Web 2.0 Applications

4. Instructional Design Issues
n Designing e-Learning Settings
n Developing e-Learning Pilots and Prototypes
n Creating e-Learning Courses
n Collaborative Learning
n Problem-based Learning
n Inquiry-based Learning
n Blended Learning
n Distance Learning
n Designing e-Learning Tasks
n E-learning Activities
n Online Group work
n Experiential Learning
n Simulations and Modeling
n Gaming and Edutainment
n Creativity and Design Activities
n Exploratory Programming

5. Information Technology in Education
n Digital solidarity
n Learners and lifelong learning
n Teachers – teaching and role of teachers
n Decision making strategies/policy
n Networking and collaboration
n Innovation and creativity in schools
n Societal perspective
n Learning and teaching
n Technology and infrastructure
n Research
n Accountability
n Administration
n Assessment
n Blended learning
n Classroom-based learning
n Classroom of tomorrow
n Change processes
n Digital literacy
n Evaluation and assessment
n Free software
n Home school links
n Inquiry learning,
n Information Technology in Education Management
n Informal learning
n Non-formal learning
n Internet tool and resources
n Learning and playing
n Learning communities
n Learning on demand
n Learning management system
n Lifelong learning
n Management
n Modeling
n Net communities
n Networks
n New literacy
n Personalized learning
n Physical space and its impact on learning
n Policy and policymaking
n Problem based learning,
n Raising Educational Standards
n School feedback systems
n Simulation
n Teacher education
n Theories and philosophies of learning
n Cheap computers for all
n Tools for learning
n Web2 resources, Virtual Learning Environment

6. Technology in Education and Training
n Authoring Tools and Methodology
n Agent-based Technology
n Computer-Assisted Learning and Instruction
n Collaborative Learning
n Collaborative Knowledge Construction
n Digital Libraries
n Information Technology
n Interactive Learning Environments
n Human-Computer Interfaces
n Learning Management Systems
n Mobile Teaching
n Mobile Learning
n Mobile Communication
n Multimedia and Hypermedia Applications
n Online Dictionaries and Synchronous Translation
n Reusable Learning Objects and Standards
n Research on Innovative Technology-based Teaching and Learning
n Research on Advanced Technology in Education
n Streaming Multimedia Technologies
n Televised Courses and Telecommunications
n Ubiquitous Learning
n Technology-based Learning Communities
n Virtual Reality
n Web-based Education
n Web-based Training
n Technology-based Services

7. Institutional Issues on Technology-based Education and Training
n Best Practices and Case Studies
n Corporate Training
n Economic Issues
n Education for Business and Industry
n Education for Disabled Learners
n Infrastructure and Technology
n Intellectual Property
n Multi-Teacher Courses
n Online (Virtual) Universities
n Online Scientific Labs
n Online Degree Programs (Credit and Non-Credit)
n Primary and Secondary Education
n Privacy Issues
n Post-University Education and Training
n Strategic Planning
n Technology Centers
n University Education
n Vocational Training

8. Educational Software and Hardware
n Architectures of Innovative Software and Hardware Systems for Education and Training
n Collaborative and Communication Software
n Distributed Learning Environments
n Educational Software
n Educational Hardware
n Educational Networks
n Educational Software/Hardware for Students and Learners with Special Needs
n Groupware Tools
n Security Aspects
n Reliability Issues
n Usability Issues

9. Technology and Human Resource Issues
n Accreditation
n Advanced Teaching and Learning Technologies
n Curriculum Design and Development
n Faculty and Professional Development
n New Roles of Teachers, Instructors, Students, and Learners
n New Learning and Teaching Theories
n Teacher Training and Support
n Teacher Evaluation

10. Policies on Technology-based Education
n Assistance of National and International Organizations
n International Collaboration and Projects
n National Collaboration and Projects
n National Policies and Standards
n Policy and Law
n Sociological Issues
n Standards in Learning and Teaching
n Special Conditions in Developing Countries

11. Technology-based Blended, Distance and Open Education
n Adult Education
n Best Practices and Case Studies
n Blended Education
n Curriculum Design and Development
n Distance Education
n Educational and Training Systems
n Open Education
n Open Universities
n On Demand Education
n Quality Control and Assessment
n Pedagogical Issues

12. Entertainment
n Technologies for entertainment computing
n Computer Graphics
n Digital Audio
n Human Machine Interfaces
n Artificial Intelligence
n Integrated Development
n Computer, Video, Console and Internet Games
n Design and Creative Environment
n Game Design
n Interactive Sound
n Graphic Design
n Art and Novel Media
n New Genres of Entertainment Technology
n Advanced Applications and Platforms
n Augmented, Virtual or Mixed Reality
n Ubiquitous / Pervasive Entertainment
n Entertainment and Ambiant Intelligence
n Robots and Cyberpets
n Mobile Entertainment
n Self-Reflecting Entertainment Computing
n Application Domains of Entertainment Computing
n Games
n Interactive TV and Cinema
n Edutainment
n Authoring and Communication
n Healthcare
n Military Training
n Simulation
n Digital Entertainment and Sports
n Digital Entertainment and Pleasure

Contact us:
Dr. Ford Lumban Gaol,
Research Coordinator
Graduate Program in Computer Science
Bina Nusantara University , Indonesia
Email: