All Academic Stream papers as well as Practitioner Stream, Workshop, Special Session, and Panel Session proposals for iLRN 2020 may be submitted to either the Main Track or to one of six Special Tracks:
- ST1. Playful immersive learning experiences
- ST2. Place, Presence, Perspective: How the Immersive Technologies Mediate and Create Cultural Capital
- ST3. Special Track on Inclusion, Diversity, Equity, Access and Social Justice (IDEAS) in XR environments
- ST4. Self and Co-regulated Learning with Immersive Learning Environments (SCILE)
- ST5. 2020 Immersive and Engaging Educational Experiences (IEEEXP) – Fifth Special Track on Immersive and Engaging Educational Experiences
- ST6. Digital Transformation & Humanities
To read more about each special track please click on its name in the tabs below.
Playfulness has always been one of the core traits of good learning experiences, in particular facilitating types of learning such as explorative learning, trial and error, inquiry-based learning, learning by doing and more. Combining immersive technology with playful approaches can help to build spaces for learning that are realistic and believable yet invite learners to experiment without considering success or failure. Further flow experiences are highly related to both good learning experiences and challenging play, and playful learning in immersive environments can ideally deepen and prolong flow experiences. As advances in VR and AR technology converge with the wide availability of sensors, digital fabrication devices and wearables at the consumer level, playful learning experiences increasingly become available to schools and wider section of the population. At the same time creation, extension and adaptation of these experiences has become more widely and openly available. Consequently the aim of this track is to shed light on how playful immersive learning experiences can be designed and make use of these novel technological developments, how transfer of knowledge works with these environments, how they can be developed to allow for appropriation and adaptation, and how and if they succeed in triggering learning experiences. The topics of interest include, but are not limited to: Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2020/call-for-papers-proposals/ for guidelines and templates. Available formats for this special track: For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2020 , log in with an account or register, and select the track “ST1: Playful immersive learning experiences” to add your submission. For more information, please contact [email protected] Communities are getting smarter. All around the world, governments are investing in the pilots of smart operating systems that leverage immersive technologies and advanced analytics to improve the operational capacity of roadways, parking, and transit, the efficiencies of energy in buildings, public safety, and the overall quality of life for citizens. Yet sometimes we forget that last part. While in theory smart communities’ initiatives leverage XR to improve quality of life, often an intelligent understanding of how immersive technology can directly improve and catalyze cultural growth in a community is often missing. Over the next decade, it is estimated that some US$250 billion will be invested in the creation of new cultural districts around the world. Reinventing communities that value creativity and innovation is like discovering some basic ingredients of development. For a synchronous 21st century community, no other path than that of knowledge and culture can guarantee a smooth transition to socio-political viability and economic sustainability. According to the Nomura research institute, the elements are in place for the “Creative Age” to flourish; a period during which nations prosper because they respect and tolerate individual freedom of expression and recognize that innovation—and not mass, low-value good production—is the driving force for the new economy. iLRN’s House of Language, Culture and Heritage invites the submission of papers, panels and posters that look into the role of XR for investing in the development of smart human, social and cultural capital. We invite scholars and practitioners whose immersive (ad)ventures contribute to the understanding of a place’s cultural nuances, connect and inspire people, alleviate differences, adopt inclusive stances, empower and instigate political awareness and civic participation and, ultimately, offer the opportunity to dream a possible dream. Come to San Luis Obispo to share your standards of development that are culturally adaptive and to disseminate work that emerges from the understanding of the history, the societal principles, and the artistic aesthetics of a community or a place. Also visit the House of Language, Culture, and Heritage to join the community! The topics of interest include, but are not limited to: Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2020/call-for-papers-proposals/ for guidelines and templates. Available formats for this special track: For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2020 , log in with an account or register, and select the track “ST2: Place, Presence, Perspective: How the Immersive Technologies Mediate and Create Cultural Capital” to add your submission. For more information, please contact [email protected] The Special Track on Inclusion, Diversity, Equity, Access and Social justice (IDEAS) at the iLRN 2020 Conference will focus on XR environments’ use, implementation and design with historically disadvantaged, systemically oppressed and underrepresented populations. These groups include women, people with disabilities, racial and ethnic minorities, culturally and linguistically diverse groups, older adults, LGBTQ+, or people from low-middle income countries or low-resource/rural areas. This Special Track will prioritize proposals which emphasize social justice, as well as the equitable participation and inclusion of disempowered, vulnerable and low- resource populations in all phases of research, development, use, and evaluation of immersive technologies. This special track will consider the following types of proposals: a) empirical and emergent research; b) Immersive software and hardware design; and c) technical, pedagogical, and theoretical frameworks and workflow processes. The topics of interest include, but are not limited to: Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2020/call-for-papers-proposals/ for guidelines and templates. Available formats for this special track: For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2020 , log in with an account or register, and select the track “ST3: Special Track on Inclusion, Diversity, Equity, Access and Social Justice (IDEAS) in XR environments” to add your submission. For more information, please contact : This Special Track on Self and Co-Regulated Learning (SCRL) with Immersive Learning Environments aims to share and value contributions – including pedagogical and didactic experiences – that employ or promote SCRL strategies involving immersive learning environments. These environments include technology-rich ones (video games, simulations, virtual worlds, IoT, pervasive and ubiquitous computing) and non-technological immersive ones (role-play in immersive settings, active learning within the environment, etc.). All learning situations are of interest (formal/informal, face-to-face/distance learning, K-12/VET/Higher Education/Professional Training/Continuing Education, etc.). Contributions should highlight the SCRL strategies promoted, the results obtained and recommendations for future research, in an international context. Likewise, this special track aims to offer a space for sharing ideas and reflections regarding pedagogical techniques, immersive learning environments, and tools that allow for an in-depth understanding and effective development of strategies for self and co-regulation of learning in each phase of people’s lives. The topics of interest include, but are not limited to: Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2020/call-for-papers-proposals/ for guidelines and templates. Available formats for this special track: For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2020 , log in with an account or register, and select the track “ST4: Self and Co-regulated Learning with Immersive Learning Environments (SCILE)” to add your submission. For more information, please contact : This track aims for content at the intersection of interactive digital experiences (most notably video games), learning and engagement, particularly through immersion. More and more virtual reality platforms, virtual world environments, augmented/alternate/mixed reality applications, game-based experiences, and various forms of interactive media are designed to create engaging and immersive experiences with educational features. This can be a traditional classroom, a virtual and remote classroom setting or activities that further the educational agenda. In this track, various forms of interactive media, methods-based “entertainment with purpose” designs are discussed to create different forms of engagement. We invite scholars to discuss how we can design, develop, and analyze educational environments to be immersive and engaging, while still learning outcome oriented. The track does not only cover research on design, development, and analysis of such environments, we also invite submission describing non-traditional and traditional design practice and development approaches to create different engaging experiences. The topics of interest include, but are not limited to: Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2020/call-for-papers-proposals/ for guidelines and templates. Available formats for this special track: For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2020 , log in with an account or register, and select the track “ST5: 2020 Immersive and Engaging Educational Experiences (IEEEXP) – Fifth Special Track on Immersive and Engaging Educational Experiences” to add your submission. For more information, please contact : The special session will be a forum to promote the discussion on the crossroads of digital transformation and humanities, with an emphasis on Education and Communication Sciences. Of interest are theories, processes, and digital technology-infused products that can provide a significant contribution to humanities. The session will seek to foster the participation of humanities in the immersive learning research community, and conversely to foster current immersive learning researchers view of humanities, by seeking to understand how digital transformations have been originating changes in this field of human knowledge. This combined change in perspectives can contribute to the development of the academic and technical potential of immersive learning research for humanities, enabling what has been dubbed posthumanism research. Also, it seeks to encourage researchers in the field of humanities to establish effective partnerships with immersive learning researchers, enriching this community’s knowledge and know-how on philosophy, theology, sociology, anthropology, archaeology, history, geography, psychology, political science, international relations, and more. The topics of interest include, but are not limited to: Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2020/call-for-papers-proposals/ for guidelines and templates. Available formats for this special track: For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2020 , log in with an account or register, and select the track “ST6: Digital Transformation & Humanities” to add your submission. For more information, please contactST1. Playful immersive learning experiences
Overview
List of Topics
Author Info
Special Track Chairs
Program Committee
Contact
ST2. Place, Presence, Perspective: How the Immersive Technologies Mediate and Create Cultural Capital
Overview
List of Topics
Author Info
Special Track Chairs
Committee Chairs
Program Committee
Contact
ST3. Track on Inclusion, Diversity, Equity, Access and Social Justice (IDEAS) in XR environments
Overview
List of Topics
Author Info
Special Track Chairs
Program Committee
Contact
ST4. Self and Co-regulated Learning with Immersive Learning Environments (SCILE)
Overview
List of Topics
Author Info
Special Track Chairs
Program Committee
Contact
ST5. 2020 Immersive and Engaging Educational Experiences (IEEEXP) – Fifth Special Track on Immersive and Engaging Educational Experiences
Overview
List of Topics
Author Info
Special Track Chairs
Program Committee
Contact
ST6. Digital Transformation & Humanities
Overview
List of Topics
Author Info
Special Track Chairs
Program Committee