Call for papers

Description and Goals

The evolution of  social semantic educational environments and learning content personalization, along with the adoption of context-aware techniques, the spread of handled devices together with always connected IoTs, and of cloud computing are deeply changing the way people are using the Web and digital devices for learning. This change is also pushing education providers to offer a new wave of learning services. Learners want to freely access learning content as they choose, anytime and anywhere, according to their personal study, work or special needs. We are moving towards educational models, where people build their competences and skills individually, such as in massive open online courses. People are now accustomed to mobile devices and require applications that fit and exploit this modality of interaction even more. Henceforth, they require: i- ubiquitous learning applications that can be provided as a service and can be used on any mobile device, including smart whiteboards for teachers, with no need for installation or software updates; ii- intelligent learning interfaces that track their progress, adapt to their needs and prompt them without being disruptive or inconvenient; iii- smart learning services to explore, to interact, to share and to practice, iv- smart search engines to discover qualitative learning content that fit their diverse and changing needs, social platforms and environment; v- multimodal and accessible interfaces that enhance  the educational experience and efficacy; vi- learning analytics and predictive instruments to support teachers.

Smart learning is an emerging field that aims to address all these needs and requirements of 21st century education systems, whether it is formal, informal or continuing education. Smart learning environments include context-aware ubiquitous learning, mobile learning, adaptive and personalized learning, along with other new technologies and methods related with natural user interfaces, augmented reality, serious games for education and training.

The workshop aims to provide a forum for:

  • facilitating discussion among various stakeholders on the limitations of existing learning environments and their future;
  • sharing best practice in terms of innovative uses of emerging pedagogical approaches and technologies for the design and implementation of ubiquitous and smart learning environments with intelligent user interfaces.


Relevant workshop topics include but are not limited to:

  • intelligent user interfaces for learning
  • ubiquitous learning
  • adaptive learning
  • mobile learning
  • social learning
  • smart learning
  • learning on demand
  • continuous learning
  • semantic LMS services
  • learning as a service
  • cloud learning environments
  • technology-enhanced learning in developing countries
  • design and experiments of intelligent user interfaces for education
  • discovering relations
  • exploiting analytics of educational open data
  • linked-data enhanced learning
  • semantically-enhanced cloud services

Submission – Full and Short Papers

We invite two kinds of submissions:
– full research papers (max. 8 pp.)
– position papers (max. 4 pp.)

All submissions must be written in English and contain author names, affiliations, and email addresses. Publication: The workshop proceedings will be published in the ACM Digital Library.

Submissions should follow the standard SigCHI format and submitted via EasyChair ( Use either the Microsoft Word template or the LaTeX template.