Call for Proposals
Call for Proposals announced: December 3, 2018
Electronic submission system opens: January 11, 2019
Deadline for submissions: March 8, 2019
Notifications: June 2019
We are happy to announce the Second Annual Connected Learning Summit (CLS) to be held at the University of California, Irvine.
The mission of the CLS is to fuel a growing movement of innovators harnessing the power of emerging technology to expand access to participatory, playful, and creative learning. It represents a merger between three community events with this shared vision and values: the Digital Media and Learning Conference, the Games+Learning+Society Conference, and Sandbox Summit.
With a unique focus on cross-sector connections and progressive and catalytic innovation, the event brings together leading researchers, educators and developers. The program includes a mix of engaging presentation and workshop formats ranging from speculative design, to game walkthroughs, sharing work in progress, and research panels.
We encourage the submission of academic papers and project presentations as well as more innovative session formats which focus on digital technologies for learning, educational and commercial games and other media, innovative tech-infused curricula, and theoretical and/or empirical exploration of digital media and technology for learning.
Abstracts from all session types will be included in the Connected Learning Summit Conference Proceedings. Research papers will be published in full, and subject to blind peer review. All other session formats will be subject to committee review.
HOW TO APPLY
The deadline for final submissions is March 8, 2019.
The electronic submission system opens January 11, 2019.
Symposia. A 60-minute session including 3 or more participants. The format can be a cluster of three or more presentations, a moderated conversation, or an interactive poster session—be creative! We encourage organizers to include audience engagement and interaction.
Submissions should include a description of the topic, format, and any individual presentations within the symposium. Please submit a detailed symposium description (2 pages max) for reviewers, and a 250 word abstract for the online schedule.
Workshops. A 60-minute interactive session where organizers engage participants in a hands-on learning activity or the framing and analysis of a problem or concept. Workshops are highly participatory. Make things, build things, test things—the sky’s the limit! Please submit a detailed workshop description (2 pages max) for reviewers, and a 250 word abstract for the online schedule.
Research Papers. Academic papers subject to blind peer review. Accepted papers will be grouped thematically with 2 or 3 other papers, and will be given 15-20 minutes in a 60-minute sessions. Accepted papers will also be published in full in the conference proceedings. Please submit a paper of up to 7 pages in length. Authors will also need to submit a 250 word abstract for the online schedule.
Papers that do not meet selection standards for full presentations will be considered for presentation as a poster session.
Showcases. 15-minute presentations of a specific project, program, or product. Accepted showcase presentations will be grouped thematically and be given 15 minutes in a 60-minute long session. This format is ideal for designers and practitioners to detail what they did, why, and how. Accepted showcases will be featured on our conference website catalog with links to the extended abstract, images, and the project itself when possible. Please submit a detailed description (2 pages max) for reviewers, and a 250 word abstract for the online schedule.
Submissions that do not meet selection standards for showcases will be considered for presentation as tech demos or as a poster.
Well Played. In-depth presentations that focus on the experience of playing through specific video game titles or other media, featuring detailed, live analysis that explicates the interplay of design characteristics and user experience. Sessions are invited to explore a range of issues such as narrative development, user interface and specific populations, character design, aesthetics, or other mechanics.
Inspired by the conversational scholarship of the Well Played journal, the goal of these sessions is to help further develop and define a literacy of games and media as well as a sense of their value. The final text may be published in a special issue of the Well Played journal. Please submit a detailed description (2 pages max) for reviewers, and a 250 word abstract for the online schedule.
Hall of Failure. Adopted and adapted from the practice of doing post-mortems after video game launches, our Hall of Failure sessions feature candid discussion of lessons learned in research and/or design projects.
There are multiple venues for sharing our final builds and findings, but too few where we are openly championed for sharing with others what did not work, what did not take, and which questions did not pan out as planned. Accepted presentations will be grouped thematically and be given 15 minutes in a 60-minute long session. Please submit an abstract of your topic and conclusions; final text will not be published, streamed, or linked anywhere, so feel free to be completely honest during your frolic in the Hall of What Didn’t Work. Please submit a detailed description (2 pages max) for reviewers, and a 250 word abstract for the online schedule.
POSTERS AND DEMOS
Posters. Posters are ideal for those who wish to engage in informal, face-to-face discussions about work in progress with colleagues and other conference attendees. Posters will be presented during our signature evening event. Content can be submitted directly as working papers or will be hand-selected from full research paper submissions based on blind peer review.
We especially encourage the submission of ongoing and in-progress projects and research. Please submit a detailed description (2 pages max) for reviewers, and a 250 word abstract for the online schedule.
Tech Demos. The project-focused counterpart to posters—ideal for those who wish to engage in informal, face-to-face discussions about their design with colleagues and other conference attendees. Demos will be featured during our signature evening conference event. Content can be submitted directly as tech demos or will be hand-selected from showcases based on committee review.
We especially encourage the submission of early prototypes, wireframes, and first playables! Please submit a detailed description (2 pages max) for reviewers, and a 250 word abstract for the online schedule
Ignite Talks. Highly engaging, firehose style, punchy 5-minute talks where slides are ruthlessly auto-advanced. Sessions will be featured during one of our evening celebrations at the conference, featuring a lineup of fast and furious content that ranges from the comedic to the philosophical, from the kernel of an idea to the retrospective review of an idea or line of inquiry.
Talks will be livestreamed and archived on the conference website. Be creative, make a splash, ignite something! Please submit a detailed description (2 pages max) for reviewers, and a 250 word abstract for the online schedule.