2021 IEEE VR 6th Annual Workshop on K-12+ Embodied Learning through Virtual and Augmented Reality (KELVAR)
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: PreviousKELVAR workshop at IEEE VR 2020
Link: Previous KELVAR workshop at IEEE VR 2019 - 2019 Workshop Takeaway Discussion Notes
Link: Previous KELVAR workshop at IEEE VR 2018 - 2018 Workshop Takeaway Discussion Notes
Link: Previous KELVAR workshop at IEEE VR 2017 - 2017 Workshop Takeaway Discussion Notes
Link: PreviousKELVAR workshop at IEEE VR 2016
DESCRIPTION
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.
INTENDED AUDIENCE
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
SUBMISSION TOPICS
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
ORGANIZERS
Steven Cutchin, Boise State University, USA (stevencutchin@boisestate.edu)
Iulian Radu, Harvard University, USA (iulian_radu@gse.harvard.edu)
Erica Southgate, University of Newcastle, Australia (erica.southgate@newcastle.edu.au)
Jerry Alan Fails, Boise State University, USA (jerryfails@boisestate.edu)
DEADLINES AND SUBMISSION FORMAT
Abstract submission deadline: January 22, 2021Not requiredFull submission deadline:
January 22, 2021Extended Deadline: January 24th 2021Notification of acceptance: January 31, 2021
Camera ready paper deadline: February 12, 2021
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
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