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Special Sessions

Special sessions are very small and specialized events to be held during the conference as a set of oral and poster presentations that are highly specialized in some particular theme or consisting of the works of some particular international project. The goal of special sessions (minimum 4 papers; maximum 9) is to provide a focused discussion on innovative topics. All accepted papers will be published in a special section of the conference proceedings book, under an ISBN reference, and on digital support. All papers presented at the conference venue will be available at the SCITEPRESS Digital Library. SCITEPRESS is a member of CrossRef and every paper is given a DOI (Digital Object Identifier). The proceedings are submitted for indexation by DBLP, Web of Science / Conference Proceedings Citation Index, EI, SCOPUS, Microsoft Academic, Semantic Scholar and Google Scholar.


CSME 2020Special Session on Computer Supported Music Education
Chair(s): Luca Andrea Ludovico

GonCPL 2020Special Session on Gamification on Computer Programming Learning
Chair(s): Martinha Piteira

Special Session on Computer Supported Music Education - CSME 2020

Paper Submission: March 9, 2020 (expired)
Authors Notification: March 17, 2020 (expired)
Camera Ready and Registration: March 30, 2020 (expired)


Luca Andrea Ludovico
Computer Science, Università degli Studi di Milano

The goal of this special session is to investigate the impact of computer-based approaches on music education. Specifically, contributions should focus on the development and use of hardware devices, software, and, more generally, advanced technologies (e.g., new-generation mobile networks, artificial intelligence, etc.) aiming to support music learning/teaching and to improve player's performance.

Special Session on Gamification on Computer Programming Learning - GonCPL 2020

Paper Submission: March 3, 2020 (expired)
Authors Notification: March 17, 2020 (expired)
Camera Ready and Registration: March 30, 2020 (expired)


Martinha Piteira

The Special Session in Gamification on Computer Programming Learning (GonCPL) aims to bring researchers and practitioners working in innovative approaches using gamification in the learning process.

On the last years, gamification has studied in various contexts, such as marketing, health, sports and education. According to literature, gamification integrates "elements of game design in non-game context", with the objective of increasing users’ engagement in certain activities.

Gamification are attracting a growing interest among the main actors that take part in the learning-teaching process and are highly considered among other educational approaches.

Some authors indicate that gamification may play an important role in the learning process, by the ability of overcoming difficulties of some topics and by motivating and engagement students in subjects that are considered less interesting, but that are undeniable important.

Gamification in education has received enormous attention in these last years, both of researchers and educators. However, the knowledge about the effect of gamification on students’ performance is still scarce. On the other hand, the gamification integration on educational information systems should follow a formal and clear design process, however these gamification design processes for specific contexts are not still defined.