UB Tech® 2020

UB Tech is seeking speakers for our 2020 conference, to be held June 15-17 in Las Vegas. We are looking for proposals from leaders and innovators in campus technology and esports—people who can share their expertise and experience in a dynamic and informative presentation.

 Who attends UB Tech?

UB Tech attendees have technology-related roles at colleges and universities. They are involved with AV and active classroom design, IT and cybersecurity, instructional technology, technology policy and practice, and esports—at all levels and across all departments. 

 What do attendees look for in sessions?

Our attendees are looking for new ideas and insight into how technology can contribute to their personal, departmental and institutional success. You should address solutions, best practices and practical ideas that can be readily implemented by attendees at their schools.

 Do speakers pay for conference registration?

The registration fee is waived for the primary speaker and up to one co-speaker, as long as they are employed by a college or university. Speakers not employed by a college or university must pay the regular conference registration fee.

What are the UB Tech Conference Tracks?                                                                                                                                                                                                             

AV Integration (device implementations, system adoptions, maintenance and support, training)

Active Classroom (space planning for collaborative learning, and strategies for their effective design and use)

Instructional Technology (flipped classrooms, online/remote instruction, academic video, course delivery, teaching/learning apps)

Campus IT (networks, cloud and enterprise computing, cybersecurity, virtualization, storage, data management, website management, help desk, training certifications)

Technology Leadership (Sessions by and for CIOs and other campus IT leaders about policy and practice, enterprise implementations, change management, interdepartmental planning and collaboration, PD, etc.)

Esports (esports technology, space planning, athlete recruitment, coaching ad other issues related to building a collegiate esports program)

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