Workshop Date: 1 or 2 December, 2025
Important deadlines
Submission deadline for workshop papers: 18th August, 2025
Acceptance notification of workshop papers: 1st September,2025
Final camera-ready version due for workshop papers: 15th September, 2025
(Submission link: https://easychair.org/cfp/EmbodiedICCE2025)
Background
Recent advances in embodied and 4E cognition (embodied, embedded, enacted, extended) underscore the fundamental role of bodily interaction in human learning. These perspectives challenge disembodied views of cognition and offer powerful new directions for designing, analyzing, and assessing technology-enhanced learning (TEL) environments. Yet, the integration of these frameworks into TEL research and practice remains scattered, often lacking theoretical coherence, analytic rigor, and scalable design principles.
This workshop seeks to consolidate interdisciplinary efforts across the learning sciences, HCI, AI in education, and multimodal learning analytics. Our goal is to foster a vibrant research community that advances embodied learning as both a conceptual lens and a practical design paradigm within ICCE. We invite critical and creative dialogue around foundational theories, design strategies, data-rich analytics, and implementation challenges in diverse educational settings.
Now in its fifth iteration (ICCE 2021–2024), this workshop has engaged participants from more than six countries and catalyzed several cross-disciplinary collaborations. The 2025 edition aims to extend this momentum to deepen inquiry, broaden participation, and chart new directions for embodied and enactive learning research.
Call for workshop papers
We invite submissions to the 5th ICCE Workshop on Embodied Learning in Technology Enhanced Environments. We welcome papers that focus on the design, analysis, and implementation of learning environments grounded in embodied cognition or 4E frameworks.
Researchers and practitioners interested in the design and analysis of embodied learning, as well as the design and analysis of technology environments for embodied or 4E learning, are strongly encouraged to submit their work. We welcome a variety of topics and research issues related to the design, development, and analyses of technology for embodied learning. The term embodied learning should be interpreted in its broadest sense. The aim of this workshop is to provide a platform for researchers to exchange ideas and share practices about how technology can be used to leverage design and understanding of embodied learning.
Topics and research issues of the workshop include but are not limited to:
Learning environment design guided by embodied cognition or 4E cognition frameworks, including tangible, immersive (AR/VR/XR), and sensor-based technologies.
Pedagogical approaches in technology-enhanced learning (TEL) that leverage embodied or interaction-focused strategies
Assessment of embodied learning, including innovative methods for capturing and evaluating embodied, situated, or multimodal learning interactions.
Multimodal data analytics and modeling of embodied, enactive, self-regulated, socially shared, or interactive learning processes using gaze, gesture, movement, voice, physiological signals, and other biosensor data.
Learner modeling techniques that account for bodily movement, perception, and environment-coupled learning.
AI-enhanced embodied learning systems, including the use of artificial intelligence in system design, interaction modeling, personalized feedback, or learning analytics.
Feedback systems in embodied learning, broadly defined (e.g., automated or real-time feedback on gestures, posture, task alignment, emotional states, or learner reflection).
Embodied learning in underrepresented domains, such as the liberal arts and humanities, where bodily engagement is underexplored.
Equity, access, and inclusion in embodied learning research and practice, especially in work focusing on underserved or differently-abled learner populations.
Embodied designs for online, remote, and asynchronous learning, including distributed or hybrid learning environments (e.g., MOOCs, ITS, mobile AR/VR).
Faculty development and practitioner perspectives, including challenges and opportunities in adopting embodied TEL tools in teaching and curriculum planning.
Types of Submissions
A paper submitted to this workshop must fit within at least one of the following categories:
Design Paper – A system, environment, interface, or curricular innovation rooted in embodied cognition, including tangible or immersive prototypes, and experience driven design rationales.
Analytics Paper – Research multi modal data models (e.g., gaze, movement, speech) of embodied learning, including AI/ML-based analytics, data fusion, or novel analytics pipelines.
Evaluation Paper – Empirical studies with formal research design evaluating embodied learning environments (e.g., experimental, mixed-methods, or design-based research approaches).
Practitioner Paper – Reports on the deployment of embodied learning tools or curricula in real-world educational settings, with analysis of implementation outcomes or user experience.
Position Paper – Conceptual or theoretical work on the role of technology in embodied learning (e.g., critiques, syntheses, or proposals that re frame existing paradigms or introduce new ones).
Length of the Paper & Submission Guidelines
This workshop looks for Full and Short papers that follow the author guidelines of ICCE2025.
Full paper (8-10 pages)
Short paper (5-6 pages)
Please download the latest version of the Paper Template file in preparing your manuscript.
This workshop practices a double-blind peer-review process.
Please submit your paper via EasyChair
All accepted papers will be published in proceedings, which will be submitted to Elsevier for inclusion in Scopus. All papers should follow the paper format of the main conference.
Important Dates
Submission deadline for workshop papers: 18th August 2025
Acceptance notification of workshop papers: 1st September, 2025
Final camera-ready version due for workshop papers: 15th September, 2025
Author registration: 15th September, 2025
Workshop date: 1st or 2nd December, 2025
Contact
Ashwin T S <ashwin.tudur@vanderbilt.edu> ; Priyadharshni Elangaivendan <priyadharshni@hbcse.tifr.res.in>; Prajakt Pande <ppande@mail.smu.edu>
Organizing Committee
Ashwin T S is a Research Scientist at the Institute for Software Integrated Systems, Vanderbilt University. His work focuses on affective content analysis, multimodal learning analytics, and deep learning in education. He uses multimodal machine learning to study student engagement in narrative-centered and embodied learning environments, and in teachable agents.
Priyadharshni Elangaivendan Homi Bhabha Center for Science Education (HBCSE), TIFR, Mumbai, India. Priyadharshni is a PhD student in HBCSE. Her research primarily involves designing embodied learning systems for middle school mathematics topics and studying how they contribute to conceptual development and conceptual change.
Prajakt Pande Southern Methodist University (SMU), Dallas, Texas, USA. Prajakt is an Assistant Professor of Learning Sciences and Technology-enhanced Immersive Learning at SMU’s Simmons School of Education and Human Development. His research primarily involves the development and evaluation of innovative technology interfaces, such as immersive VR, to facilitate embodied learning of scientific concepts and phenomena. Before SMU, Prajakt worked at the Molecule Maker Lab Institute, an NSF-funded AI institute at the University of Illinois Urbana-Champaign. Prior to that, he led research on the design and use of VR for science learning at Roskilde University, Denmark, as a postdoctoral researcher.
Aditi Kothiyal Indian Institute of Technology Gandhinagar, India. Aditi is an assistant teaching professor associated with the Center for Creative Learning at IIT Gandhinagar, where she takes a 4E cognition perspective to investigate how hands-on work leads to learning. Previously, she was a postdoc at the CHILI lab in EPFL, working in multimodal learning analytics and educational robotics. Her research interests lie at the boundaries of STEM education, educational technologies, and embodied learning, and she was the co-organizer of the previous two Embodied Learning Workshops at ICCE from 2021-2024.
Jayakrishnan Madathil Warriem IIT Madras, India. Jayakrishnan works as Senior Scientist with the National Programme on Technology Enhanced Learning at IIT Madras, India. In his current role, he is working primarily on mainstreaming MOOCs within Higher Educational Institutions in India. He is also involved in the design and management of the technology stack and pedagogical design of the BSc program in Programming and Data Science offered by IIT Madras. His research interests are in the area of Online Instructional Design and Communities of Practice.
Shitanshu Mishra MGIEP UNESCO, India. Shitanshu is a learning and educational technology scientist with over ten years of experience. He works with the research and development division of UNESCO’s educational research institute, UNESCO MGIEP as a national ICT specialist. After completing his Ph.D. at the Educational Technology department in IIT Bombay (Mumbai, India) he worked with the Computer Science department at Vanderbilt University (Nashville, USA). His research areas include AI in Education, Multimodal Learning Analytics, Modeling Cognitive and Metacognitive strategies, and Technology Enhanced Learning of Disciplinary Practices.
Rwitajit Majumdar Kumamoto University, Japan. Rwitajit is an Associate Professor at the Research and Educational Institute for Semiconductors and Informatics, Kumamoto Unviersity. His research interests include: learning analytics, HCI and data-driven services in education. He co-organised previous ICCE workshops on Learning Analytics (2019, 2020, 2021,2022) and the Embodied Learning workshops from 2021-2024.