IEEE TALE is the IEEE Education Society’s premier conference series in the Asia-Pacific region ( http://www.tale-conference.org/ ). It aims to provide a forum for scholars and practitioners to share their knowledge and experience in engineering and technology education, as well as in technology-enabled educational innovation across a variety of academic and professional disciplines. The target audience of the conference is diverse and includes those working in the higher education, vocational education and training (VET), K-12, corporate, government and healthcare sectors.


For the TALE2021 conference, a special attention will dedicate to the theme of Humanizing Technology for Enhancing Learning Experience. In the last two decades of the 21st century, digital technology has revolutionized the way we think and learn. Technology and humans are becoming entangled like never before, and our reliance on technology has also been gradually on the rise. Given the arguable changes happening in our lives, mechanical technologies are leaving us feeling cold, controlled and ironically disconnected. But why are we still striving so hard to enhance the relationship between technology and humans? It seems we want technology to be more human. Such thinking presents a clear need of making technology and digital interactions more humanized in order to provide us faster and smarter assistance. Humanizing technology is the natural progression of a digital journey, and it should be about more than making technology look, sound and feel human. In the education domain, how does humanizing technology assist in teaching and learning? What can we do in order to achieve humanizing learning by applying those state-of-the-art technologies, such as 5G, AI, robotics, etc.? Participants of TALE2021 are encouraged to engage in discussing the above questions and bringing creative opinions and ideas to the topic from multidimensional and interdisciplinary perspectives.

Core Tracks
  • Engineering Education (University/College)
  • Computing & IT Education (University/College)
  • STEM Education (K-12)
  • Technology-Enhanced Learning
  • Open, Flexible & Distance Learning
  • Workplace & Industry-Based Learning
Specific Tracks
Topics of interest include but are not limited to the following:
  • Academic Staff/Faculty Development
  • Accreditation and Quality Assurance
  • Active Learning Spaces
  • Artificial Intelligence in Education
  • Assessment and Evaluation
  • Blockchain in Education
  • Capstone Projects and Project-Based Learning
  • Computer-Based Learning and Courseware Technologies
  • Computer-Supported Collaborative Learning
  • Continuing Education and Lifelong Learning
  • Curriculum Design
  • Distance, Open and Flexible Education
  • Educational Data Mining and Learning Analytics
  • Educational Games and Simulations
  • Educational Policy, Leadership and Administration
  • Entrepreneurship Programs
  • Ethical, Legal and Social Justice Issues (e.g., Access, Equity)
  • Gender and Diversity
  • Generic Skills (e.g., Communications, Teamwork)
  • Human–Machine Collaborative Learning
  • Industry Linkages and Partnerships
  • Instructional and Learning Design
  • Intelligent Tutoring Systems
  • Introductory Engineering and Computing Courses
  • Just-in-Time Learning and Job Performance Support
  • K–12 Initiatives and Partnerships
  • Laboratory Experiences (On-Campus and Remote)
  • Learning Management Systems
  • Learning Technology Standards and Standardization
  • Marketing and Outreach for Engineering and Computing Programs
  • Massive Open Online Courses (MOOCs)
  • Micro-credentialing and Badges
  • Online/E-Learning and Blended Learning
  • Open Educational Resources (OER)
  • Personal Data and Security in Education
  • Research Training (Undergraduate and Postgraduate)
  • Robotics in Education
  • Service Learning and Experiential Learning
  • STE(A)M education in K-12 or higher education
  • Technology Infrastructure for Supporting Next-Generation Learning (e.g., 5G, Cloud Computing, Internet of Things)
  • Virtual, Augmented and Mixed Reality Learning Environments
  • Wearable, Mobile and Ubiquitous Learning
  • Work-Based and Work-Integrated Learning
Paper Formats
  • Full (6-8 pages) Paper for Oral Presentation
  • Short (4-6 pages) Paper for Oral Presentation
  • Short (4-6 pages) Paper for Poster Presentation
  • Work-in-Progress Paper (2-4 pages) for Poster Presentation
Paper Submission
Prospective authors are invited to prepare submissions of two (2) to eight (8) A4 pages (including tables, figures and references) in standard IEEE double-column format, using the following template: [word, latex]. Use of any other IEEE templates is NOT acceptable as there are subtle differences between those templates and the conference template that will affect the consistency in appearance of papers published in the proceedings. Importantly:
  • Do not change the paper size (A4) or margins in the template.
  • The headers and footers must remain empty. (They should not contain page numbers or anything else!)
  • Formatting of the paper must be done using the pre-defined MS-Word styles in the template, rather than manually. The paper must use all the predefined font styles, sizes etc. as per the template.
  • Basic examples of citations and references are included in the template, but authors are required to fully adhere to the guidelines and instructions stipulated in the IEEE Reference Guide (Where are conflicts between the template and the IEEE Reference Guide, the IEEE Reference Guide prevails.)
  • Please ensure that all template text (guidance text for composing and formatting conference papers) is removed from your conference paper prior to submission.
Papers will be accepted only by electronic submission through the online submission system, and a double-blind review process will be used to evaluate all submitted papers. Detailed information for paper submission can be found here.
Call for Papers.PDF
For more information about the IEEE Education Society, please see: http://ieee-edusociety.org/