Thematic Tracks
| Track 1 Emerging Technologies and Intelligent Education |
Track 2 Personalized Learning and Adaptive Systems |
Track 3 Gamification, Simulation, and Immersive Environments |
Track 4 Youth, Preventive Education, and Social Transformation |
|---|---|---|---|
| Applications of Artificial Intelligence in Personalized Learning. | Teacher development and the use of intelligent tutoring systems in inclusive technological contexts, considering the ethical dimension of teaching. | Design of inclusive educational video games. | Intercultural education as an agent of change and social transformation for youth. |
| Machine learning–based models and platforms for predicting student performance. | Research-Based Learning (RBL), Project-Based Learning (PBL), and Challenge-Based Learning (CBL) integrated with technology. | Gamification elements in Learning Management Systems (LMS). | The Salesian Preventive System and its contribution to educational models. |
| Platforms based on Blockchain for academic certification. | Adaptive and inclusive evaluation based on data analytics. | Simulations in STEM, medical, and health-related environments. | Youth, education, and the development of critical thinking. |
| Chatbots and virtual assistants in teaching–learning processes with an inclusive approach. | Big Data and analytics for the personalization of learning and educational decision-making. | Emotional and motivational impact of games in learning processes. | Didactics and pedagogical approaches considering the transcendent meaning of learning and teaching. |
| Predictive analytics for early intervention in teaching–learning processes. | MOOCs, micro-credentials, and flexible learning models, including microlearning and nanolearning. | Measurement of engagement through game-based dynamics. | Youth educational horizons and human dignity in the digital age. |
| Generative artificial intelligence and autonomous agents applied to education. | Curriculum design supported by generative artificial intelligence. | Neuroeducation applied to immersive and gaming learning experiences. | Sports pedagogy in the integral and preventive development of youth. |
Thematic Tracks Objectives
Track 1: Emerging Technologies and Intelligent Education
Specific Objective
To analyze and apply emerging technologies, such as artificial intelligence, machine learning, data analytics, and intelligent systems, to strengthen and transform educational processes, promoting personalized learning, improving academic performance, and supporting evidence-based decision-making.
Thematic areas:
- Applications of Artificial Intelligence in Personalized Learning.
- Machine learning–based models and platforms for predicting student performance.
- Platforms based on Blockchain for academic certification.
- Chatbots and virtual assistants in teaching–learning processes with an inclusive approach.
- Predictive analytics for early intervention in teaching–learning processes.
- Generative artificial intelligence and autonomous agents applied to education.
Track 2: Personalized Learning and Adaptive Systems
Specific Objective
To examine and strengthen innovative pedagogical approaches based on personalized learning and adaptive systems, integrating digital technologies, artificial intelligence, and data analytics to optimize teaching processes, assessment methods, and teacher training in dynamic and diverse educational contexts.
Thematic areas:
- Teacher development and the use of intelligent tutoring systems in inclusive technological contexts, considering the ethical dimension of teaching.
- Research-Based Learning (RBL), Project-Based Learning (PBL), and Challenge-Based Learning (CBL) integrated with technology.
- Adaptive and inclusive evaluation based on data analytics.
- Big Data and analytics for the personalization of learning and educational decision-making.
- MOOCs, micro-credentials, and flexible learning models, including microlearning and nanolearning.
- Curriculum design supported by generative artificial intelligence.
Track 3: Gamification, Simulation, and Immersive Environments
Specific Objective
To explore and promote the use of strategies based on gamification, simulation, and immersive environments in educational processes, aimed at strengthening engagement, motivation, and the overall learning experience through innovative methodologies supported by digital technologies.
Thematic areas:
- Design of inclusive educational video games.
- Gamification elements in Learning Management Systems (LMS).
- Simulations in STEM, medical, and health-related environments.
- Emotional and motivational impact of games in learning processes.
- Measurement of engagement through game-based dynamics.
- Neuroeducation applied to immersive and gaming learning experiences.
Track 4: Youth, Preventive Education, and Social Transformation
Specific Objective
To reflect on and promote educational approaches oriented toward the integral formation of youth, from the perspective of preventive education, critical thinking, and the transcendent meaning of learning, contributing to social transformation and the strengthening of human dignity in contemporary contexts.
Thematic areas:
- Intercultural education as an agent of change and social transformation for youth.
- The Salesian Preventive System and its contribution to educational models.
- Youth, education, and the development of critical thinking.
- Didactics and pedagogical approaches considering the transcendent meaning of learning and teaching.
- Youth educational horizons and human dignity in the digital age.
- Sports pedagogy in the integral and preventive development of youth.
