Organized in conjunction with the IEEE Virtual Reality 2026
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 delivered by cultural institutions such as museums, libraries and galleries. 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 educational experiences that are appropriate for the different stages of human development?
How will pedagogical and assessment approaches be influenced by such technologies?
We expect the audience will be attendees to the IEEE Virtual Reality conference, specifically those interested in educational technology. 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 welcome preliminary research results and thought-provoking position papers and demos 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
ORGANIZERS
Erica Southgate, University of Newcastle, Australia (erica.southgate@newcastle.edu.au)
Jerry Alan Fails, Boise State University, USA (jerryfails@boisestate.edu)
Steven Cutchin, Boise State University, USA (stevencutchin@boisestate.edu)
Manoela Milena Oliveira da Silva, University of Pernambuco, UPE (manoela.milena@upe.br)
Ekaterina Prasolova-Førland, Norwegian University of Science and Technology, Norway (ekaterip@ntnu.no)
Warren Fearn, York St John University, UK (w.fearn@yorksj.ac.uk)
DEADLINES AND SUBMISSION FORMAT
Full submission deadline: January 2, 2026
Notification of acceptance: January 20, 2026
Camera ready paper deadline: January 30, 2025
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:
Empirical Papers: Early Research and Work In Progress (4-6 pages) - Empirical results and contributions to the field.
Position Papers (3-4 pages) - Interesting and possibly controversial points of view, and approaches to foster a discussion at the event.
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 required. Demos are expected to be demonstrated at the workshop.
Papers must be written in English, have author identifiers removed (blinded) for review. All paper submissions must be formatted using the IEEE Computer Society VGTC conference format (https://tc.computer.org/vgtc/publications/conference/). Papers cannot exceed 7 pages including references. Accepted papers will have to be formatted by the authors according to the relevant camera-ready guidelines.
Submission of papers will be through – https://new.precisionconference.com/.
Please e-mail any questions to Erica Southgate at erica.southgate@newcastle.edu.au
All workshop papers will be published in the IEEE Digital Library and shared on the workshop website.
We may follow with an opportunity to contribute to a special issue in Frontiers in Virtual Reality.