The Brazilian Symposium on Computers in Education (SBIE) is an event held by SBC and promoted by the Special Committee on Computers in Education (CEIE) since 1990. Until 2010 it was a satellite event of the Congress of the Brazilian Computer Society (CSBC). As of 2012, the SBIE became one of the base events of the Brazilian Congress on Computers in Education (CBIE), being one of its main events. Its objectives include publicizing the national scientific production in this area and providing an environment for the exchange of experiences and ideas between researchers, students, professors, and other interested citizens, national and foreign. The SBIE prioritizes works that present the conception, development and evaluation of solutions that use methods and techniques of Computer Science to promote learning and/or to tackle problems related to Education.

The Proceedings of the SBIE are published annually, bringing the articles selected for each edition of the event.

Topics of Interest

SBIE topics of interest are divided into thematic tracks and include, but are not limited to:

Track 1: Methodological and Technological Approaches for Basic and Higher Education
  • Wireless, mobile and ubiquitous technology in teaching-learning systems;
  • Open platforms, open source, free software, and their impacts, uses and methodologies in teaching-learning processes;
  • Methods, standards, and repositories of digital educational resources;
  • Hardware and platforms to support teaching-learning processes;
  • Pedagogical architectures for distance education;
  • Environments, methodologies, and authoring systems to support teaching-learning processes;
  • Environments and systems for formal, informal, and non-formal learning;
  • Internet of Things applied to teaching/learning;
  • Digital learning ecosystems;
  • Curriculum design in teaching/learning environments and systems;
  • Methodologies for assessing the quality of digital educational resources and technologies;
  • Software engineering and educational software project management;
  • Methods, standards, and processes for developing computer environments and systems for teaching/learning;
  • Strategies and tools for measuring and evaluating learning;
  • Models, techniques, and methods for measuring the use, adoption, and acceptance of educational technologies;
  • Educational robotics.
Track 2: Educational Games and Innovative Technology for Education
  • Environments/tools for developing games/serious games/VR/AR/robotics/simulators to support the teaching/learning process;
  • Method, analysis, design, development, and evaluation of games/serious games/VR/AR/robotics/educational simulators;
  • Teaching/learning evaluation using games/serious games/RV/AR/robotics/simulators;
  • Serious digital games to support teaching/learning;
  • Development of metacognitive skills through serious digital games;
  • Social and ethical issues in digital games-based learning;
  • Simulators to support teaching/learning;
  • 2D / 3D virtual worlds to support teaching/learning;
  • Gamification environments to support teaching/learning;
  • Gamification method, analysis, design, and development to support teaching/learning;
  • Evaluation of gamification for supporting teaching/learning;
  • Design, implementation, and evaluation of online laboratories for practical classes in education;
  • Proposal, development, and evaluation of interactive textbooks;
  • Multimedia systems and applications to support teaching/learning.
Track 3: Human Factors in Digital Technology in Education
  • Design and evaluation of interfaces with a focus on teaching/learning;
  • Visualization of information in systems for teaching/learning;
  • Participatory design of educational technologies;
  • Hardware and/or software interfaces for special education;
  • Inclusive design in education;
  • Multimodal interfaces;
  • Accessibility assessment of educational technologies;
  • Design guidelines and recommendations for the accessibility of educational technologies;
  • Assistive technologies in educational processes;
  • Social, motivational, and affective aspects in computational environments for teaching/learning;
  • Theoretical, epistemological, and methodological aspects of CSCL;
  • Use of social media in CSCL scenarios;
  • Support for web-based learning communities with CSCL tools.
Track 4: Intelligent and Adaptive Systems
  • Intelligent tutoring and scaffolding;
  • Systems based on ontologies, web services and intelligent agents;
  • Adaptive systems and personalization;
  • Content management systems;
  • Data, text, and web mining;
  • Learning analytics;
  • Speech representation and analysis;
  • Handling uncertainty and multiple perspectives in an educational environment;
  • Information retrieval to support the teachers/students;
  • Context/student modeling;
  • Technological standards for content, portfolios, apprentice information, skills;
  • Educational applications and linked data;
  • Use of ontologies;
  • Smart learning environments;
  • Support for pedagogical decision-making.
Track 5: Computational Design and Thinking
  • Computational Thinking in the Learning Process;
  • Theories and Practices of Computational Thinking;
  • Creative Computing;
  • Computational Thinking and Transdisciplinarity;
  • Resources for Teaching Computational Thinking.
Track 6: Technologies in Computing Education
  • Technologies in the Teaching-Learning of Computing Disciplines;
  • Technologies in Collaborative Computing Learning;
  • Technologies in the Evaluation of Computing Education;
  • Distance Computing Education;
  • Social, Human and Economic Aspects of Technologies in Computing Education;
  • Technologies for Inclusion and Diversity in Computing Education;
  • Technologies in Computing Education at School;
  • Technologies in Professional Education in Computing;
  • Mining Educational Data in Computing;
  • Learning Objects in Computing Education;
  • Technologies in Computing Education Management;
  • Virtual and Augmented Reality in Computing Education;
  • Social Media and Networks in Computing Education;
  • Games and Simulators in Computing Education;
  • Wireless, Mobile and Ubiquitous Technologies in Computing Education;
  • Human-Computer Interaction in Computing Education;
  • Robotics and Maker Culture in Computing Education;
  • Semantic Web and Ontologies in Computing Education.

Additional information

You can find more information about SBIE visiting the CBIE or CEIE websites.

For accessing the Companion Proceedings of the SBIE, please visit the Brazilian Symposium on Computers in Education Companion Proceedings Series.