Focus and Scope

JOSLEM invites original research articles, development papers (R&D), and systematic reviews that contribute to the understanding and improvement of smart learning media. The journal welcomes submissions from diverse disciplines, including Education, Computer Science, Physics/Science Education, and Engineering, provided the core focus remains on instructional technology.

The scope of the journal includes, but is not limited to:

1. Artificial Intelligence in Education (AIEd)

  • Development of Intelligent Tutoring Systems (ITS).

  • Adaptive learning platforms and personalized content delivery.

  • Application of Machine Learning (ML) and Large Language Models (LLM) in educational tools.

  • Chatbots and virtual teaching assistants.

2. Immersive Technologies & Simulations

  • Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) for learning.

  • Virtual laboratories and digital simulations for science and engineering education.

  • Metaverse-based learning environments and 3D educational assets.

3. IoT and Physical Computing in Education

  • Educational Robotics and sensor-based learning media.

  • Microcontroller applications (Arduino, Raspberry Pi, ESP32) in STEM education.

  • Smart classroom infrastructure and Internet of Things (IoT) for school management.

4. Mobile and Web-Based Learning Ecosystems

  • Design and development of Learning Management Systems (LMS).

  • Mobile learning applications (Android/iOS) and progressive web apps (PWA) for education.

  • Gamification, digital game-based learning, and educational software engineering.

5. Learning Analytics and Educational Data Mining

  • Analysis of student interaction data to improve learning media design.

  • Digital assessment tools and automated grading systems.

  • Data-driven insights for pedagogical decision-making.

6. Smart Pedagogical Design

  • Instructional design models for hybrid and blended learning.

  • Integration of technology frameworks (TPACK, SAMR) in media development.

  • Evaluation of user experience (UX) and user interface (UI) in educational software.