ACM SIGCHI General Interest Announcements (Mailing List)


Options: Use Forum View

Use Monospaced Font
Show Text Part by Default
Condense Mail Headers

Message: [<< First] [< Prev] [Next >] [Last >>]
Topic: [<< First] [< Prev] [Next >] [Last >>]
Author: [<< First] [< Prev] [Next >] [Last >>]

Print Reply
1.0 (Mac OS X Mail 9.3 \(3124\))
text/plain; charset=utf-8
Fri, 26 Jan 2018 08:32:03 -0700
Jerry Alan Fails <[log in to unmask]>
"ACM SIGCHI General Interest Announcements (Mailing List)" <[log in to unmask]>
Jerry Alan Fails <[log in to unmask]>
text/plain (91 lines)
Call For Papers: 2018 IEEE VR Third Workshop on K-12+ Embodied Learning through Virtual & Augmented Reality (KELVAR)

Organized in conjunction with the IEEE Virtual Reality 2018 - March 18-22, 2018, Reutlingen, Germany

 ==== WORKSHOP WEBSITE ==== <> 

 ==== DESCRIPTION ==== 

K-12+ education is currently undergoing a technological revolution creating opportunities for Virtual-, Augmented-, and Mixed-Reality based learning. Technology integration will continue to increase as mobile devices penetrate all socioeconomic strata, and as new VR/AR/MR/XR technologies become affordable to schools (K-12 and universities), vocational education providers, universities, and informal educational settings. These technologies have the potential to facilitate effective learning by leveraging the affordances of this unique media including: the ability to engage students of all ages with interactive 3D simulations of real-life and artificial phenomena; presenting information that is spatially- and temporally- integrated with real objects; leveraging whole-body motions to depict and reinforce learning content.

One unique strength of these technologies is their ability to deliver educational content through embodied learning. Embodied learning can take many forms, such as when a student moves their body around an augmented-reality plant in order to explore photosynthesis and plant structure. Embodied learning could occur in a computing programming course in which student creations are projected onto the classroom surfaces and where students collaborate by physically interacting with each other’s programs. Or, embodied learning can occur in an HMD-based virtual-reality experience where the student solves mathematical equations by using their hands to physically move numbers from one side of the equal sign to the other.

Technology developers, HCI researchers and cognitive and learning scientists are beginning to understand the mechanisms and benefits of embodied learning, as well as other unique affordances which make VR/AR/MR/XR suited for education. However, there are many questions about the integration of such experiences into the classroom, such as: What curriculum topics might be addressed through such technologies?; What psychological and physiological mechanisms underlie embodied cognition?; How can we design experiences that are age- and socio-culturally appropriate?; How will pedagogical approaches be influenced by such technologies?

In this workshop we aim to bring together developers and researchers who are interested in creating experiences for the educational contexts of the future. The workshop will enable participants to discuss and be exposed to different approaches for integrating Virtual-, Augmented- and Mixed-reality technologies, specifically focusing on the challenges and potential for embodied learning in and out of the classroom for K-12, vocational and higher education.


We expect the audience will be attendees to the IEEE Virtual Reality 2018 conference, specifically those interested in educational technology:
    - Academic researchers in augmented / virtual / mixed reality
    - Learning psychologists
    - Industry organizations for children’s education
    - Teachers and educational researchers
    - Informal education technology designers

We welcome preliminary research results and thought-provoking position papers, on topics related to VR/AR/MR learning for K-12+, such as:
    - VR, AR & MR Technologies and Applications (for formal and informal education contexts)
    - Theories and Applications of Embodied Cognition and Learning
    - Curriculum-based Educational Applications
    - Student-Teacher Pedagogical Interaction and Instructional Implications
    - Classroom Integration of Technology
    - Teacher and Student Content Authoring Tools


Abstract submission deadline: January 23, 2018
Full submission deadline: February 2, 2018
Notification of acceptance: February 10, 2018
Camera ready paper deadline: February 20, 2018
The organizing committee will select submissions based on the quality and contribution of the work relating to embodied learning in education. We seek contributions in the following formats:
I)     Empirical Papers: Early Research and Work In Progress (4-6 pages) - Empirical results and contributions to the field.
II)    Position Papers (3-4 pages) - Interesting and possibly controversial points of view, and approaches to foster a discussion at the event.
Papers must be written in English and follow the IEEE Computer Society format found at: <> 
Please send anonymized submissions to [log in to unmask] <mailto:[log in to unmask]> 

All workshop papers will be published in the IEEE Digital Library and shared on the workshop website.

Tentative workshop date: Monday March 19, 2018, 8:30am-12:00pm
 ==== ORGANIZERS ==== 

Iulian Radu, Harvard University
Erica Southgate, University of Newcastle, Australia
Francisco R. Ortega, Florida International University
Shamus Smith, University of Newcastle, Australia
Jerry Alan Fails, Boise State University 
Steven Cutchin, Boise State University


Please join our "Education and Learning with Virtual and Augmented Reality" groups on LinkedIn and Facebook: <> <> 

    For news of CHI books, courses & software, join CHI-RESOURCES
     mailto: [log in to unmask]

    To unsubscribe from CHI-ANNOUNCEMENTS send an email to
     mailto:[log in to unmask]

    For further details of CHI lists see