ICELW 2018 Program

Our program will be finalized and posted in the spring of 2018. Sessions that have been accepted to ICELW 2018 are listed below:

A Journey from a Paper-Based to an E-Learning Solution
A Threefold Gamification Approach for Software Engineering Education
Accelerating Solutions Through Learning: The World Bank’s Open Learning Campus
Adapting To Adaptive Learning: Techniques that Are Changing the Landscape for Corporate eLearning
An Evaluation of Organizational Factors for Effective Knowledge Management in Developing a Sustainable Competitive Advantage
An Intervention Study of Virtual Reality in an Implanted Port-A Catheter Education Program
Appropriate Knowledge Management Strategies to Improve E-learning Efficiency
Are You Ready for the Digital Learning Age?
Asynchronous Conferencing for Academic Writing: A Case Study on Argumentation in a UAE University
BNY Mellon Case Study: How Data-Driven Learning Creates Business Value
Building a Transmedia Story for Corporate Training
Career Professional Development through VR
Co-construction of Knowledge in Work-Integrated E-learning Courses in Joint Industry-University Collaboration
Computational Self-Efficacy and Academic uses of ICT in University Students
Computer Competence for Knowledge Management in Engineering and Business Education
Corporate Training - Calculating the Economic Viability, Cost/Benefit Analysis and ROI
Curation Readiness - Is Your Organization Ready?
Design and Implementation of Blended Synchronous Learning: The Instructor’s Perspective
Distance Learning in the Musical Field in Romania through European-Funded Projects
DOT Digital Group: A Brazilian Entrepreneurial Group that Believes there are No Time or Space Limits for Learning
Elements of a Prototype to Implement Distance Education
Entwine and Embed: Using Game-Based Learning to Engage First-Year Students in Information Literacy
Equatorial Marathon: An Alternate Reality Game
E-train: Toward a Design Theory for Work-Integrated e-learning
Fostering Relevant New Competencies in the Times of Industry 4.0 with E-learning in the Workplace
Fulfilling the Organizational Mission through Professional Development: A Holistic E-Learning Framework
Gamification 2018 - Engagement all over the place? A snapshot analysis of the best-practice solutions so far
Getting Started with Learning Measurement
HoloLens, Augmented Reality, and Teamwork: Merging Virtual and Real Workplaces
How Much Does Data Science Need an Engineer?
Implementation of Blended Learning for Staff Midwives and Nurses working in Three Dublin Maternity Hospitals
Improving the Distribution and Findability of Open Educational Resources for Work-Integrated and Lifelong Learning
Level Up Employee Learning Using Competency-Based Applied Learning
Making MOOCs Work in Your Organization
Measuring Digital Literacy and Readiness in the Workplace
Mobile Phones, Reading Culture and Examination Malpractice among Lagos State University Students: An Empirical Study
Multigenerational Management - The Ins And Outs of Managing 4 Generations in the Workplace
Net Generation Learning Terrace (NGLT) for Sparking Adult Learners’ Onsite and Off-site Learning: A Case Study
Obstacles to using E-learning in an Advanced Way
Sustainable Software Development Education via Mobile E-learning
Teaching Technology Usage in the ENT Medical Subdomain via a Flipped Classroom Approach
The Bank of Georgia Learning Hub
The Design and Development of a Mobile Phone Application for STEM based on a Novel Engineering Approach
The Development of an Adaptive Web-Based Educational System
The Relation between Perceived Fit and System Factors that Can Motivate Blended Learning: A Case of a Higher Education Institutions in South Africa
The Social Learning Marketplace: A Data-Driven, Measurable and Sustainable Approach to Corporate Learning & Development
The Use of MOOCs in Facilitating Learning, Development and Professional Identify Transformation in Europe
TRACE-ER: Learning and Assessing Advanced Life Support Competencies in the Emergency Room
Understanding how Australian Industry Reports the "Problem" of Literacy and Learning for Future Workforces
Understanding Learning
Understanding Users of Adaptable E-Learning as Heterogeneous Groups of Work-Integrated Learners
Using Game-Based Simulations for Emergency Response Training
Utilizing VR (Virtual Reality) Systems & Software to Educate and Collaborate on 3D Design and Sculptural Forms without use of a Foundry
Virtual Workplace Training in Mixed Reality for the Norwegian Labour and Welfare Administration
Working in increasing isolation? How an international MOOC for career professionals supports peer learning across distance
Workplace Learning: Looking for the Perfect Blend