* Sorry for Cross-posting *
=== New Dates ===
K-12+ (K-12 and higher ed) education is currently undergoing a technological revolution creating opportunities for Virtual-, Augmented-, and Mixed-Reality based learning (hereafter referred to as XR [extended reality] technologies. Technology integration will continue to increase as mobile devices penetrate all socioeconomic strata, and as XR technologies become affordable to schools, vocational education providers, universities, and informal educational settings. These technologies have the potential to facilitate effective learning by: developing 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. However, there are many questions about the integration of such experiences into the classroom, such as: What curriculum topics might be addressed through XR technologies?; What socio-cultural, psychological and physiological mechanisms underlie embodied cognition?; How can we design experiences that are appropriate for the different stages of human development?; How will pedagogical approaches be influenced by such technologies?
In this workshop we aim to bring together educators, developers and researchers who are interested in creating and deploying XR technologies for the educational contexts of the future. The workshop will enable participants to discuss and engage with different approaches for designing and integrating XR technologies with a specific focus on the challenges and potential for embodied learning in the classroom for K-12, vocational and higher education.
We expect the audience will be attendees to the IEEE Virtual Reality 2020 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 XR learning for K-12+:
* VR, AR & MR Technologies and Applications for formal and informal education sites (e.g.: classrooms, libraries, museums, afterschool programs)
* Theories and Applications of Embodied Cognition and Learning
* Curriculum-based Educational Applications
* Student-Teacher Relationships and Pedagogical Implications
* Classroom Integration of Technology
* Teacher and Student Content Authoring Tools
8:40 Best paper (15 min + 5 min for questions)
9:00 Papers (~4papers x 15min presentations [10 + 5 for questions])
10:00 Break into groups, present/share an educational perspective/theory, and introduce prompt educational questions (e.g. implications for education) to consider during the hands-on demo interaction [15 mins]
10:15 Coffee Break & Hands-on Demo [45 mins]
11:00 Groups meet and discuss prompts, and formulate questions for future VR education research in relation to the theme [30 min]
11:30 Broader discussion about the theme, as groups share with the large group their highlights [30 min]
12:00 Break for Lunch
Iulian Radu, Harvard University ([log in to unmask]<mailto:[log in to unmask]>)
Erica Southgate, University of Newcastle, Australia ([log in to unmask]<mailto:[log in to unmask]>)
Francisco R. Ortega, Colorado State University ([log in to unmask]<mailto:[log in to unmask]>)
Jerry Alan Fails, Boise StateUniversity ([log in to unmask]<mailto:[log in to unmask]>)
Steven Cutchin, Boise State University ([log in to unmask]<mailto:[log in to unmask]>)
JOIN THE CONVERSATION
Please join our "Education and Learning with Virtual and Augmented Reality" groups on LinkedIn and Facebook:
DEADLINES AND SUBMISSION FORMAT
* Full submission deadline: January 21, 2020
* Notification of acceptance: January 31, 2020
* Camera ready paper deadline: February 12, 2020
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.
III) Demo Papers (2-4 pages) - VR demos that could potentially have an educational application. If you have submitted a demo to IEEE VR, please submit a short description of your demo and include a description of potential educational applications for your demo. Videos of the demonstration are highly desired Demos are expected to be demonstrated at the workshop.
Papers must be written in English and follow the IEEE Computer Society format found at: http://www.cs.sfu.ca/~vis/Tasks/camera.html
Please submit anonymized submissions to EasyChair:
Please submit any questions for [log in to unmask]<mailto:[log in to unmask]>
Submissions should specify which paper track (Empirical paper or Position) you are submitting for.
VISIBILITY OF SUBMISSIONS
All workshop papers will be published in the IEEE Digital Library and shared on the workshop website.
Francisco R. Ortega, Ph.D.
Computer Science - 3D User Interfaces
Assistant Professor, Colorado State University
"No me quieras porque gané, necesito que me quieras para ganar" -- Marcelo Bielsa
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