Focus & Scope

The Journal of Modern Style in Educational Research (JOMSTER) aims to provide an international platform for the sharing, dissemination, and discussion of original contributions in the fields of education, teaching, development, instruction, educational projects, innovations, learning methodologies, and new technologies in education and learning.

The journal welcomes articles from a diverse range of approaches and encourages submissions from the broader fields of education and learning worldwide.

Key Topics Covered:

  • Career Development and Training: Entrepreneurship curriculum, internship programs, lifelong learning, technology transfer, training of educational staff, university-industry cooperation, vocational training, workplace training, and employability issues.

  • Experiences in Education and Learning: Curriculum design and development, educational management, educational trends and best practices, enhancement of learning and the undergraduate experience, game-based learning, higher education (Bologna Declaration and related acts), learning experiences in higher and further education, preschool education, pre-service and in-service teacher experiences, quality assurance/standards and accreditation, special education, STEM in education, and skill and discipline transfer.

  • Education and Learning Research: Academic research projects, research methodologies, links between education and research, and new projects and innovations.

  • International Projects: New experiences in international cooperation, project outcomes and conclusions, university networks, exchange programs, Erasmus experiences, internationalization of universities, and funding programs and opportunities.

  • Pedagogical Innovations: Learning and teaching methodologies, evaluation and assessment of student learning, accreditation for informal learning, new learning/teaching models, neuroscience in education, language learning innovations, collaborative and problem-based learning, personalized learning, tutoring and coaching, and flipped learning.

  • General Issues in Education and Learning: Education and globalization, multicultural education, the impact of education on development, planning digital-age school and learning spaces, organizational, legal, policy, and financial issues, leadership in 21st-century education, barriers to learning (age, psychosocial factors, ethnicity), ethical issues and plagiarism in education, access to the internet (advances and challenges), diversity issues, women and minorities, student support in education, and funding programs and opportunities.

  • Computer-Supported Collaborative Work: Augmented reality, collaborative virtual environments (CVEs), community building, computer-mediated communication (CMC) tools, social and digital media in education, Web 2.0 and social networking (blogs, wikis), Web 3D applications, and virtual reality.

  • E-Content Management and Development: Digital identity management, digital libraries and repositories, e-portfolios, intellectual property rights, knowledge management, learning analytics, open access education, security and data protection, and user-generated content.

  • Educational Software & Serious Games: Animation and 3D systems, computer software in education, educational multimedia and hypermedia, educational software experiences, educational/serious games, gamification, gaming consoles as learning tools, and videos for learning (YouTube generation).

  • E-Learning: Blended learning, distance learning, educating educators, e-learning for environmental sustainability, e-learning standards (SCORM), e-learning projects and experiences, e-moderating, e-tutoring & mentoring, intelligent tutoring systems (ITS), learning management systems (LMS), managed learning environments (MLEs), massive open online courses (MOOCs), mobile learning, online assessment, online/virtual laboratories, personal learning environments (PLEs), training, evaluation, and assessment, virtual learning environments (VLEs), and virtual universities.

  • Emerging Technologies in Education: Advanced classroom technology, best practices in multimedia-based education, BYOD (bring your own device) and 1:1 learning, flipped classrooms, ICT for development, ICT skills and digital literacy, mobile and tablet technologies, new platforms for teaching coding skills (Arduino, Raspberry Pi), technology-enhanced learning, and the impact of web technologies on education and web classroom applications.