2022 IEEE VR KELVAR Workshop: K-12+ Embodied Learning through Virtual and Augmented Reality (7th Annual Workshop)

Organized in conjunction with the IEEE Virtual Reality 2021 - March 27- 3 April, 2021, All Virtual http://ieeevr.org/2021/

Submission deadline extended: Papers due January 24th 2021 AOE.

Looking for previous workshop years ?

Link: KELVAR 2021

Link: KELVAR 2020

Link: KELVAR 2019 - 2019 Workshop Takeaway Discussion Notes

Link: KELVAR 2018 - 2018 Workshop Takeaway Discussion Notes

Link: KELVAR 2017 - 2017 Workshop Takeaway Discussion Notes

Link: KELVAR 2016


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


Erica Southgate, University of Newcastle, Australia (erica.southgate@newcastle.edu.au)

Iulian Radu, Harvard University, USA (iulian_radu@gse.harvard.edu)

Francisco Ortega, Colorado State University, USA (fortega@colostate.edu)

Jerry Alan Fails, Boise State University, USA (jerryfails@boisestate.edu)

Steven Cutchin, Boise State University, USA (stevencutchin@boisestate.edu)


    • Full submission deadline: January 3, 2022

    • Notification of acceptance: January 15, 2022

    • Camera ready paper deadline: January 29, 2021 (cannot be extended, final deadline)

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:

  1. Empirical Papers: Early Research and Work In Progress (4-6 pages) - Empirical results and contributions to the field.

  2. Position Papers (3-4 pages) - Interesting and possibly controversial points of view, and approaches to foster a discussion at the event.

  3. 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

You can submit papers at: https://new.precisionconference.com/~vr

Just select the IEEE VR 2021 Workshop: K-12+ Embodied Learning through V and AR dropdown menu.

Please e-mail any questions to stevencutchin@boisestate.edu

Submissions should specify which paper track (Empirical paper or Position) you are submitting for.


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