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Main themes

This edition of CISETC 2023 is the continuation of the one held in 2021 at Universidad Católica Santo Toribio de Mogrovejo, Chiclayo, Perú. On this occasion, the interaction between speakers and participants will energize the communication and dissemination of scientific knowledge through conferences and workshops on theoretical or empirical topics on:

  • Mediation of technology in pedagogical processes in STEAM areas. 
  • Pedagogical practice of STEAM areas in virtual contexts.
  • Technological ecosystems to teach science.
  • Diversity gaps for STEAM.
  • Scientific experimentation with ICT. 
  • Scientific and ICT competence. 
  • Technological aspects of science teaching. 
  • Teaching Mathematics, Chemistry, Biology, Physics, Statistics with ICT. 
  • Training science teachers for digital contexts.
  • Science teaching mediated by ICT.
  • Technological Innovations in science teaching. 
  • Collaborative learning in science based on technology.
  • Computational thinking. 
  • Educational robotics. 
  • Educational gamification.
  • Emotional interfaces for science education.
  • Use of video games in scientific education. 
  • Artificial intelligence in science education.
  • Machine learning and scientific education.
  • Aprendizaje automático en la educación científica. 
  • Management of scientific learning mediated by ICT. 
  • Science teaching methodologies with ICT.
  • Using virtual laboratories to teach science.
  • Design and implementation of information systems to adapt STEAM.
  • Development of computer applications for science teaching.
  • Technology-mediated assessment in science education.
  • Internet of things to teach science.
  • Software Engineering for STEAM.
  • Accessible virtual and augmented reality.
  • Emotional and affective interaction for Universal Access.
  • Evaluation of accessibility, usability and user experience.
  • Eye tracking in user experience research.
  • Inclusive affective technologies.
  • Intelligent rehabilitation technologies.
  • Technologies for quality of life.
  • Universal access and accessibility requirements, problems and solutions during the pandemic lockdown. 
  • Methods for developing universal access.
  • Modeling of the user, context and interaction for universal access.
  • User, context and interaction monitoring for universal access.
  • Adaptation of the user interface for universal access.

 

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