iLRN 2017 Workshops

iLRN workshops provide a venue for exploring & discussing emerging research directions, immersive learning applications, and particular foci within the immersive learning community – with more focus and less formality than other tracks.

The format and content of each workshop is to be determined by its organizers. However, preference will be given to workshops whose format includes sessions that facilitate highly interactive discussions with the audience. Examples include Q&As, scenario building, trend analyses, debates, panels, or even a competition or a challenge around an interesting and realistically sized dataset (possibly released by the workshop organizers for that purpose).

Please note that ONLY abstracts of iLRN 2017 Workshops are to be included in published iLRN online proceedings.

For more information on guidelines and submission please visit

Important Dates
  • Full papers submission deadline: February 24th, 2017 (Late submission)
  • Short papers and posters submission deadline: March 10th, 2017
  • Author notification of acceptance (full papers): March 25th, 2017
  • Author notification of acceptance (short papers and posters): May 1st, 2017
  • Camera-ready deadline: April 15th, 2017
  • Main Conference, Special Tracks and Workshops: June 26th – June 29th, 2017


Download iLRN 2017 flyer (pdf – 428 KB)

Workshops (Accepted)

To read more about each workshop please click on its name in the tabs below.

W1. IMAGINE2017W2. G&MR for lecturersW3. ARinEdW4. GamInHybridSpaces

W1. IMAGINE 2017


This workshop explores how current research might be imaginatively extrapolated to explore the possible ways immersive-reality technology might change future education. In this we take a very broad vision for the delivery of education stretching from formal education at (say) university through industrial training to informal settings where we are all involved in a continuous process of learning. To this end the workshop will accept papers providing visions of the future (5-10 years out) of immersive learning environments. Papers do not need to adhere to any particular methodology but those that adhere to the Science-Fiction prototyping methodology will be especially welcomed (for more information visit www.creative-

The workshop will take a conventional paper presentation format consist of several 20-30 minute presentation slots. A Program committee consisting of international experts will be assembled to review papers submitted to this workshop. Each paper will receive 2 reviews.

Organisers (Alphabetical order)

  • Dennis Beck – University of Arkansas, USA
  • Vic Callaghan – University of Essex, UK
  • Leonel Caseiro Morgado – Universidade Aberta & INESC TEC, Portugal
  • Michael Gardner – University of Essex, UK
  • Christian Gütl – Graz University of Technology, Austria
  • Jen O’Connor – NUI Galway, Ireland
  • Anasol Pena-Rios – University of Essex, UK
  • Jonathon Richter – Salish Kootenai College, USA
  • Oluwatimilehin Salako – University of Essex, UK
  • Minjuan Wang – San Diego State University, USA & Shanghai International Studies University, China
  • Jen Wu – LivingPattern Technology Inc, Taiwan
  • Shumei Zhang – Shijiazhuang University, China
  • Ping Zheng – Canterbury Christ Church University, UK


For more information, please contact Prof. Vic Callaghan (

W2. Gamification and Mixed Reality for Lecturers


Mixed reality, the combination of physical reality with virtual reality elements, and gamification, the application of gaming principles into non-gaming contexts, are becoming more and more popular practices in education and learning context. Previous studies have shown that students can control their learning processes in mixed reality systems more actively and that gamification elements in lectures can lead to a long-term increase in the learners’ motivation. But how exactly can lecturers take advantage of these benefits? How can the dependencies on a tool level between the domain (e.g. engineering) and the type of course be exemplified? And how can Mixed Reality and Gamification elements technically and didactically be implemented into education and learning environments?

These are the questions the workshop addresses.

The workshop format is designed for half a day and is based on a high level of interaction between the participants. The interaction will be fostered e.g. by discussion rounds, a requirement analysis and various team work sessions focusing on the exchange of experiences between the participants.

  • Participants do not have to prepare or hand in anything in advance.
  • Workshop registration is limited to twenty-five participants.
  • It is open for anyone interested in using Gamification and/or Mixed Reality in their tutorials or lectures.
  • A particular experience in the field of Gamification and/or Mixed Reality is preferred.


  • Freya Willicks – RWTH Aachen University, Germany
  • Laura Lenz – RWTH Aachen University, Germany


For further information, please contact the workshop instructors Freya Willicks ( or Laura Lenz (

W3. Augmented Reality Trends in Education


The purpose of this workshop is to bring together scientists, educators, augmented reality designers, and curriculum developers to  discuss and explore whether and how virtual reality may enhance learning.  Scientists and augmented reality designers will present their latest results in developing augmented reality learning environments. Educators and curriculum developers will present their experience and best-case scenarios for applying those elements to their daily life teaching.

The first half of the workshop will be devoted to 7-14-28 presentations of participants’ contributions. The remainder will be devoted to reflecting and mapping existing on-going work in two or three goups of participats. Key points from each group will be presented to the whole group for a final collective discussion.

Potential workshop participants are invited to submit a 2–3 page position paper following the Springer’s style guidelines (, describing your experience using augmented reality in learning environments and highlighting the benefits and disadvantages found when using this technology in classroom. Please send your contibution by email to by February 15th, 2017 to receive notification of acceptance by March 1st, 2017.


Submissions will be evaluated in terms of suitability, contribution, and interest by two PC members.

Program Committee

  • Prof. Ángela Di Serio (Universidad Simón Bolívar, Venezuela)
  • Prof. Dr. María Lucía Barrón (Instituto Tecnológico de Culiacán, México)
  • Dr. Anasol Peña Ríos (University of Essex, UK)
  • Prof. Dr. Ramón Zatarain Cabada (Instituto Tecnológico de Culiacán, México)


  • Dr. María Blanca Ibáñez – Universidad Carlos III de Madrid, Spain
  • Prof. Dr. Carlos Delgado Kloos – Universidad Carlos III de Madrid, Spain


For more information, please contact Dr. María Blanca Ibáñez (

W4. Games and Gamification in the constitution of Hybrids, Multimodal, Pervasive and Ubiquitous Living Spaces


Increasingly, geographic and digital spaces come together and mix themselves, driven by a set of technologies and services that provide the experience of the teaching and the learning in a hybrid and multimodal perspective, contributing to education becomes more and more pervasive and ubiquitous. In this context, pervasive and ubiquitous, immersive learning is enhanced through metaverses, games and gamification processes involving mixed reality and augmented reality, which shows us significant contributions to the field of Education. According to the topic, Non-leisure Games and Gamification the workshop will provide an experience in the theme of the Games & Gamification in a Living Labs view and cartographic method of intervention research.
Considering the experience in events such as I SBGames Kids & Teens and research and development projects with apps like Fantasma no Museu and In Vino Veritas, we propose in this Workshop Games and Gamification in the constitution of Hybrids, Multimodal Pervasive and Ubiquitous Co-existenceSpaces share experiences and enhance experimentation and discussion of these issues. Because of this, we invite researchers in the area to be with us and learn together.

The workshop format will be hybrid (involving analog and digital technologies) and multimodal (from the various educational modalities), with the trial of some ARGs (Fantasma no Museu and In Vino Veritas) developed by GPe-dU research group.

  • As digital technologies, we require that all participants can bring their own smartphones or tablets for experiencing the ARGs and internet access.
  • Participants do not have to prepare or hand in anything in advance.
  • The subjects will be part of a Facebook group where they can participate as learning subjects.
Fantasma no Museu
In Vino Veritas
I SBGames Kids & Teens

Workshop Organisers

  • Eliane Schlemmer – Universidade do Vale do Rio dos Sinos, Brazil
  • Ederson Luiz Locatelli – Universidade do Vale do Rio dos Sinos, Brazil
  • Anibal Lopes Guedes – Universidade do Vale do Rio dos Sinos, Brazil


For more information, please contact Dr. Eliane Schlemmer (


  • CAROLEI, Paula ; SCHLEMMER, ELIANE . GAMIFICATION FOR ONLINE COURSES TO IMPROVE INQUIRY METHODOLOGY. In: EDEN 2016 ANNUAL Conference Re-Imagining Learning Scenarios, 2016, Budapest. Proceedings of the European Distance and E-Learning Network 2016 Annual Conference. Budapest, Hungary: European Distance and E-Learning Network, 2016. v. 1. p. 53-62.  Link
  • SCHLEMMER, Eliane; Chagas Santos ; PORTAL, Cleber . IN VINO VERITAS: UM GAME PERVASIVO NA TERRA DO VINHO. In: SBGames 2016: XV Simpósio Brasileiro de Jogos e Entretenimento Digital, 2016, São Paulo. Anais do SBGames 2016. São Paulo: Sociedade Brasileira de Computação, 2016. v. 1. p. 1-7.  Link
  • SCHLEMMER, ELIANE; LOPES, D. Q. ; MARSON, F. P. ; CAROLLEI, P. ; THOMAZZONI, Emanuele Schlemmer . SBGames K&T: o rastreio, o toque, o pouso e o reconhecimento atento. In: XIV SBGames, 2015, Teresina – PI. SBGames K&T: o rastreio, o toque, o pouso e o reconhecimento atento. Teresina: SBGames, 2015. v. 1. p. 955-961.  Link
  • SCHLEMMER, Eliane; Chagas Santos ; PORTAL, Cleber ; CISILOTTO, B. IN VINO VERITAS: CULTURA, EDUCAZIONE E ENOTURISMO NEL CONTESTO DE INNOVAZIONE. In: 39th World Congress of Vine and Wine, 2016, Bento Gonçalves. 39th World Congress of Vine and Wine. Paris: Organização Internacional da Vinha e do Vinho (OIV), 2016. v. 1. p. 1-8. Link
  • SCHLEMMER, ELIANE; BACKES, Luciana ; LA ROCCA, Fabio . L’Espace de coexistence hybride, multimodal, pervasif et ubiquitaire: le quotidien de l’éducation à la citoyenneté. Educacao Unisinos (Online), v. 20, p. 297-306, 2016.  Link

Call for Proposals