June 20-23, 2022

New York, NY

About EdMedia

EdMedia + Innovate Learning, the premier international conference in the field since 1987, spans all disciplines and levels of education attracting researchers and practitioners in the field from 70+ countries.

This annual conference offers a forum for the discussion and exchange of research, development, and applications on all topics related to Innovation and Education.

EdMedia + Innovate Learning is an international conference organized by the Association for the Advancement of Computing in Education (AACE)

Co-sponsored by the:


The following nine themes codify the vision and goals of EdMedia + Innovate Learning for advancement and innovation in:

  1. Advanced Technologies for Learning and Teaching
  2. Assessment and Research
  3. Educational Reform, Policy, and Innovation
  4. Evaluation and Quality Improvement Advances
  5. Global Networks, Partnerships, and Exchanges
  6. Innovative Approaches to Learning and Learning Environments
  7. Open Education
  8. Technologies for Socially Responsive Learning
  9. Virtual and Distance Education
  10. NEW: Strategies for Educators During COVID 19 Pandemic
  • Advanced Technologies for Learning and Teaching
    • Cloud computing
    • Collaborative technologies
    • E-publishing/digital libraries
    • Learning management systems and environments
    • Learning portfolios
    • Mobile teaching and learning technologies
    • Shared online video
    • Social networks
    • Social Software (podcasting, wikis, blogs, etc.)
    • Videoconferencing
  • Assessment and Research
    • Alternative and innovative assessment methods
    • Assessment practices in cross-cultural and international research
    • Best practices in assessment
    • Performance and outcome assessment
  • Educational Policy, Reform, and Innovation
    • Contextualized innovation (accessibility, scalability, usability, & sustainability)
    • Education reform with technology
    • Government initiatives and programs
    • Policy issues and trends
    • Quality assurance and accreditation
    • Teacher education and technology integration
  • Evaluation and Quality Improvement Advances
    • Best practices in evaluation
    • Course, program, project, and other forms of evaluation
    • Data analytics
    • E-learning benchmarks and standards
    • Evaluating for quality improvement
  • Global Networks, Partnerships, and Exchanges
    • Global competencies and perspectives
    • Global courses, programs, degrees, and initiatives
    • Global learning barriers, challenges, and concerns
    • Global learning communities
    • Global learning partnerships and innovations
    • Global studies and education
  • Innovative Approaches to Learning and Learning Environments
    • Augmented reality
    • Authentic, contextualized, and real-world learning
    • Case, Scenario, Problem, Project -based learning
    • Collaborative learning
    • Communities of practice
    • Electronic Performance Support Systems (EPSS)
    • Game-based learning
    • Learner-centered, and self-directed learning
    • Learning communities
    • Learning management and support systems
    • Lifelong, informal, and nontraditional learning
    • On-demand and just-in-time learning
    • Participatory learning and media
    • Personalized learning environments
    • Simulations for learning
    • Virtual reality learning environments
  • Open Education
    • Free and open source software
    • Learning portals
    • Localization of content and knowledge
    • Online language learning
    • Open access publishing
    • Open courses, open learning, and open educational resources
    • Open education copyright and other legal issues
    • Open educational projects, partnerships, and consortia
    • Open teaching
    • Participatory/contributory communities
  • Technologies for Socially Responsive Learning
    • Digital divide issues, initiatives, and cases
    • Digital and social media for engaging youth about cultures
    • Diversity
    • Education for sustainable development
    • Environmental education
    • Ethical, cultural, historical, and social issues in technology use
    • Learning technologies for transformational change
    • Rural community learning and technology
    • Technology solutions for marginalized populations
    • Technology uses in cross-cultural and multicultural contexts
  • Virtual and Distance Education
    • Blended learning
    • E-learning/E-training
    • Flexible learning
    • Innovative online learning and educational programming
    • Mobile and ubiquitous learning
    • Online learning environments
  •  NEW: Strategies for Educators During COVID 19 Pandemic
    • Timely, special topic relating to COVID-19 and the unique educator challenges/solutions arising during the pandemic.

Who Attends?

Anyone can attend and/or submit proposals to present at conference. The  conference is designed to engage:

  • Educators in ALL disciplines
  • Researchers
  • Educational administrators
  • Teachers
  • Curriculum developers
  • Technology & education companies
  • Anyone with an interest in educational media
  • and technology