Important dates


  • Submission deadline: May 5, 2026
  • Notification of acceptance deadline: May 11, 2026
  • Registration deadline: May 18, 2026
  • Conference program: May 25, 2026
  • 10th CIVINEDU Conference 2026: May 27-28, 2026

 

THE 10TH CIVINEDU CONFERENCE 2026 WILL BEGIN IN:

Conference topics


CIVINEDU 2026 encourages submissions within educational research and innovation. Educational research lines focus on systematically gathering and analyzing data to create new knowledge, understand educational phenomena, and improve teaching and learning methods, while educational innovation lines involve developing and applying new ideas, technologies, or approaches to solve practical problems and improve educational outcomes. Research provides the evidence-based foundation for innovation, and innovation applies that knowledge and tests new ideas in real-world settings. 

Conference topics may include, but are not limited to, the following:

 

   
  • R&D, transfer of knowledge.
  • Educational Leadership, Policy, and Future Trends.
  • Social projects and human rights.
  • Equity and social justice.
  • Impact of the economy on education.
  • Cultural diversity and inclusive learning.
  • New trends in educational research.
  • Teaching and learning process.
  • Academic and professional guidance.
  • Learning throughout life.
  • Employment and education.
  • New challenges in higher education.
  • 21st century curriculum.
  • Technology and technical skills.
  • Teacher training and professional development
  • Intellectual property and plagiarism.
  • Identity, culture and learning.
  • Educational methods and programs.
  • Artificial intelligence and emerging technologies.
  • Learning Environments.
  • Technology and innovation.
  • Sustainable development.
  • Virtual laboratories.
  • App and mobile technologies.
  • Experiences in e-learning.
  • Virtual communities.
  • Audiovisual, art and digital culture.
  • 3D animation, virtual reality and robotics in education.
  • Innovation in language learning.
  • Design of learning spaces.
  • Social networks.
  • Projects, experiences and proposals.
  • MOOC, VLE and LMS.
  • Gamification and video games.
  • Digital libraries and open educational resources.
  • Technological resources and pedagogical methods.