The target audience of this book will be composed of professionals and researchers working in the field of marketing, information systems, IT-enabled change, ergonomics, cognitive psychology and change management in various disciplines, including library, information and communication sciences, administrative sciences and management, education, adult education, sociology, computer science, and information technology. Moreover, the book will provide insights and support executives concerned with the management of expertise, knowledge, information and organizational development in different types of work communities and environments.
Recommended topics include, but are not limited to, the following:
- User Experience in E-Learning and web3 technologies
- Theory and Practice in Modern Ubiquitous Interfaces
- Serious Game and Entertainment Technologies for learning
- Web Based Communities and Social Media for commerce and learning
- Interfaces and Human Computer Interaction for Learners
- Interfaces and Human Computer Interaction for Consumers
- Computer Graphics, Visualization, Computer Vision and Image Processing for Electronic devices
- Extended Reality (XR) Experiences in Education: Explore the use of augmented reality (AR), virtual reality (VR), and mixed reality (MR) in educational settings and how these technologies enhance learning experiences.
- Ethical and Inclusive Design in Digital Learning: Address the ethical implications of digital learning, including issues related to data privacy, accessibility, and inclusivity, and discuss best practices for responsible design.
- AI and Machine Learning in Personalized Learning: Investigate how artificial intelligence and machine learning algorithms are shaping personalized learning experiences, adapting content and assessments to individual needs.
- Cybersecurity in Digital Learning Environments: Examine the increasing importance of cybersecurity in e-learning platforms and strategies for safeguarding sensitive educational data.
- Gamification and Gamified Learning: Delve into the design and implementation of gamification techniques in education, exploring how game elements can motivate and engage learners.
- Hybrid and Blended Learning Models: Explore the intersection of online and in-person learning experiences, focusing on designing effective hybrid and blended learning environments.
- Neurocognitive Aspects of Learning Design: Investigate the intersection of cognitive science and educational technology, considering how neurocognitive principles can inform the design of effective learning experiences.
- Sustainability and Green Technology in Education: Examine the role of eco-friendly and sustainable technologies in education, including e-learning solutions that reduce environmental impact.
- Emotional Intelligence and Emotional Design in Learning: Explore how understanding and addressing emotional factors can improve the design of e-learning platforms and content.
- Learning Analytics and Educational Data Science: Discuss the application of data analytics and educational data science to track and enhance learning outcomes and educational experiences.
References
Faugère, L., Klibi, W., White, C., & Montreuil, B. (2022). Dynamic pooled capacity deployment for urban parcel logistics. European Journal of Operational Research, 303(2), 650‑667. https://doi.org/10.1016/j.ejor.2022.02.051
Gorn G., Chattopadhyay A., Sengupta J. and Tripathi S. (2004). Waiting for the web : how screen color affects time perception, Journal of Marketing Research, XLI, May, 215-225.
Kaplan A.M. and Haenlein M. (2010). ‘Users of the world, unite! The challenges and opportunities of Social Media’, Business horizons, pp. 59-68
Liao L.F. (2006). ‘A flow theory perspective on learner motivation and behavior in distance education’, Distance Education, pp. 45-62
Long, C.S., Ibrahim Z. and Kowang T.O. (2014). ‘An Analysis on the Relationship between Lecturers' Competencies and Students' Satisfaction’, International Education Studies, 2014, pp. 37-46
Mattelart A. (1996). The Invention of Communication, London/Minneapolis, University Minnesota Press.
Miller M. (2012). “72% of Consumers Want Mobile-Friendly Sites: Google Research”, published September 26, 2012, retrieved from the Internet July 17, 2016 at https://searchenginewatch.com/sew/study/2208496/72-of-consumers-want-mobilefriendly-sites-googleresearch.
Murphy M. and Costa C. (2018). ‘Digital scholarship, higher education and the future of the public intellectual’, Futures.
Pelet J.-É. (2023a), What makes Learning Management Systems of Online Wine Sensory Evaluation effective for the wine industry in China? A report based on 4 connected studies to provide possible answers, 14th Annual Academy of Wine Business Research Conference, Acadia University, Nova Scotia, Canada, July 11th – 14th
Pelet J.-É. Canziani, B. (2023), Wine Education via Online Learning Management Systems: Limitations and Possibilities of Wine Sensory Evaluation Instruction, 14th Annual Academy of Wine Business Research Conference, Acadia University, Nova Scotia, Canada, July 11th – 14th
Pelet J.-É. (2023b), Teaching wine tasting online: Insights from a Delphi study with wine experts, 14th Annual Academy of Wine Business Research Conference, Acadia University, Nova Scotia, Canada, July 11th – 14th
Pelet J.-É. and Terblanche, N. (2023), Replacing western fruits and vegetables on the WSET® scale with Asian equivalents: An appropriate approach to teach wine evaluation in China? 14th Annual Academy of Wine Business Research Conference, Acadia University, Nova Scotia, Canada, July 11th – 14th
Pelet, J.-É., Taieb, B. and Alkhudary, R. (2023). "Measuring consumer perceptions of home-delivery convenience – the case of cargo bikes", International Journal of Retail & Distribution Management, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/IJRDM-11-2022-0483
Pelet J.-É. (2019). Advanced Web Applications and Progressing E-Learning 2.0 Technologies in Higher Education, Editor: IGI Global (Février 2019)
Pelet, J.-É., et Taieb B. (2018). Enhancing the Mobile User Experience through Colored Contrasts, Chapter 527 in Khosrow-Pour, M. (2018). Encyclopedia of Information Science and Technology, Fourth Edition (10 Volumes) (pp. 1-7500). Hershey, PA: IGI Global. doi:10.4018/978-1-5225-2255-3
Pretorius A. (2010). ‘Factors that contribute towards improving learning effectiveness using a specific learning management system (LMS) at the Military Academy (MA) A demonstration’, Campus-Wide Information Systems, 2010, pp. 318-340
Risberg, A., & Jafari, H. (2022). Last mile practices in e-commerce : Framework development and empirical analysis of Swedish firms. International Journal of Retail & Distribution Management, 50(8/9), 942‑961. https://doi.org/10.1108/IJRDM-10-2021-0513
Somayeh Z. & Pelet J.-É. (2019), L’apprentissage en ligne optimisé par les médias sociaux, AIM 2019, 3-5 juin 2019 Nantes (France).
Switzer K.S., Nagy M.S., and Mullins M.E. (2005). ‘The influence of training reputation, managerial support, and self-efficacy on pre-training motivation and perceived training transfer’, Applied HRM Research, 2005, pp. 21-34
Top | Submission Procedure
Researchers and practitioners are invited to submit on or before the Jan 26, 2024, a 2-3 page chapter proposal clearly explaining the mission and concerns of his or her proposed chapter. Authors of accepted proposals will be notified by Mar 1, 2024 about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by the May 10, 2024. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project.
Guidelines for manuscript submissions
All interested authors must consult the guidelines for manuscript submissions at this page prior to submission.
Propose a chapter
Top | Publisher
This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), publisher of the “Information Science Reference” (formerly Idea Group Reference), “Medical Information Science Reference,” “Business Science Reference,” and “Engineering Science Reference” imprints. For additional information regarding the publisher, please visit www.igi-global.com. This publication is anticipated to be released in 2025.
Top | Time frame
- Deadline for proposal submission: Jan 26, 2024
- Notification of the selected proposals: Feb 23, 2024
- Submission of full chapters: May 10, 2024
- Revised chapters due: Sep 9, 2024
- Final acceptation: Sep 23, 2024
Paper submissions
The editors’ welcome theoretical/conceptual papers as well as empirical research, including case studies. Prospective contributors are invited to submit a 2 pages chapter proposal (including a title, an abstract, a tentative outline, and a short biography of the authors). Authors are invited to clearly explaining the purpose, scope and contents of their proposed chapters.
All submitted chapters will go through a blind review process. Authors may be asked to act as reviewers on this project. Please indicate the topic of your chapter.
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