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iLRN2024 Proceedings Access ×
  • iLRN's Innovation Garden is home for iLEAD! the Immersive Learning Educators And Designers WELCOME!
  • Foundations

  • Kitty Zhuang, Lucas Li, Irene Humer and Christian Eckhardt Project Shoot: Effects of the Virtual Learning Environment on Archery Training
    Leonel Morgado and Dennis Beck Authoring a personal GPT for your research and practice: How we created the QUAL-E Immersive Learning Thematic Analysis Helper
    Nicola Fern, Alexandra I. Cristea, Sam Nolan and Craig Stewart How interactivity and presence affect learning in immersive virtual reality: A mixed methods study desig
    David Kablitz, Matthias Conrad and Stephan Schumann Virtual Reality and learners cognitive activation: Findings from an Exploratory Study with Retail Apprentices
    Eunhae Kim Cultivating Digital Talents Using Realistic Educational Content in Korea
    Divine Osanapa, Shahaan Ahmed, Mohammed Shikdar, Jack Ingram, Stephen Selwood, Markos Mentzelopoulos, Kai Erenli and Shaif Hemraj Game-based Learning Mars EcoVenture: Rover's Odyssey
    Eric Chamberlin Making the leap to Immersive learning - leveraging WebXR to transition from Web 2.0 to Web 3.0
    Jessi Kittel Immersive Classrooms: A Faculty-Centric Inquiry into XR Adoption
    Oliver Guy, Katharina Hellmich, Leonard Rexha, Jakob Tüchler, Lewis Vaillant-Jones, Markos Mentzelopoulos, Kai Erenli, Maximilian Mayerl, Jonathon Richter, Jack Ingram, Stephen Selwood and Christopher Kronenberg Work-In-Progress - Generating Educational Content to Assist Climate Change Awareness
    Vanesa Mendez, Ines Lobo, Yoanna Gramatikova, Fanny Mozes, Stefan Krotenthaler, Aristidis Protopsaltis, Markos Mentzelopoulos, Kai Erenli and Daphne Economou Enhancing Learning through AI: An Approach to Ocean Conservation and Recycling Education
    Meryem Yilmaz Soylu, Lina Kim and Jeonghyun Lee Insights into College Students' Experiences and Expectations for VR Integration in Education
    Yeil Jeong, Yunseo Lee, Gyuri Byun and Jewoong Moon Navigating the Creation of Immersive Learning Environments in Roblox: Integrating Generative AI for Enhanced Simulation-based Learning
    Hrishikesh Mulay, Sam Redfern and Eleni Mangina Automated Lip Reading: Exploring the potential for Accessibility Measures in XR
    Kai Erenli Unlocking Achievements: The ACATAR Path to Personalized Learning
    Judy Jaunzems-Fernuk, Cynthie Gaetz, Amanda McArthur and Paula MacDowell Immersive Education in Practice: Pedagogical Considerations for Designing Deep and Meaningful Immersive Learning Experiences
    Daniela R Bicalho, João Piedade and J.F. Matos Reflections on the Technological and Immersive Elements in Educational Practices in Virtual Reality
    Victoria Lowell, Paula MacDowell, Victoria Abramenka-Lachheb, Marie-Luce Bourguet, Todd Cherner, Sean Kao, Tony Liao, Sarune Savickaite, Matthew Schmidt, Kristin Torrence and Quincy Wang Symposium on Design Considerations for Authentic Learning in Extended Reality (XR) Environments and Experiences
    Andreas Dengel and Alexander Steinmaurer IEEE TC-ILE Workshop: Bridging Extended Reality and Artificial Intelligence in Immersive Learning
  • 1. Assessment & Evaluation
  • 2. Language, Culture, and Heritage
  • Lavinia Hirsu and Julie McAdam Tapping into designers’ creative process of immersive narratives
    Matthias Conrad and David Kablitz The effects of virtual reality on language acquisition: A systematic review of the evidence
  • iLEAD Stream - Immersive Learning Education and Design

    We are pleased to announce the Immersive Learning Education and Design (iLEAD) Stream, formerly the iLRN Practitioner Stream. For the upcoming iLRN 2024 conference, we seek contributions on topics that will contribute actionable insights, design strategies, and best practices pertinent to immersive education and design. We invite submissions that expand the understanding of what works in immersive learning within K-12, higher education, workplace training, and industry contexts. We aim to recognize your achievements and create a repository of expert knowledge.



    Proposals in the Immersive Learning Education and Design (iLEAD) stream include the submission of an extended abstract for various presentation formats. Publication in the iLEAD conference proceedings is possible but not required for presentation. Potential iLEAD presentation formats are:

    • Oral presentation
    • Poster presentation
    • Workshop proposal
    • Special session proposal
    • Panel session proposal
    • Guided Virtual Adventures
    • Tutorials
    • Product Demonstrations

    For all presentation formats, please submit an Extended Abstract (2 to 3 pages in iLRN Proceedings format, incl. references) with a summary of your contribution to immersive learning education and design.

    Publication of this Extended Abstract in the iLEAD 2024 Conference Proceedings (not indexed) is optional.

    Check the Call for Papers for more information on submitting different paper types: https://www.immersivelrn.org/ilrn2024/call-for-papers/


    Review criteria

    Contribution to Immersive Learning Education and Design
    Practice-oriented submission criteria: The submission is relevant to the field of immersive learning, to practice, to society, and to the iLRN mission.

    Clarity and Writing Style
    Practice-oriented submission criteria: The submission has clarity (of objectives or purpose, of writing, of arguments, etc.)

    Instructional / Learning Design
    Practice-oriented submission criteria: The instructional design or learning design is intentional and meaningful.

    Practice-oriented submission criteria: The submission has substantiated conclusions and/or recommendations.

    • CHEX Logo.png

    • Champions in Higher Education of XR (CHEX) is a consortium of higher education Immersive Learning Research Network that brings together both administrators as well as faculty/staff grassroots leaders who are championing the adoption and use of XR and immersive technologies at colleges, universities, and college/university systems around the world. Many of these champions have oversight of XR initiatives at a campus, institution, or system-wide level (whether as part of their official job responsibilities or in a voluntary capacity), the scope of which may encompass some or all of the following:

      • Design, development, and delivery of XR-related academic courses and programs;

      • Application of XR technologies for learning, teaching, and assessment within and across various disciplines;

      • XR research, development, innovation, and commercialization;

      • Use of XR in other areas of higher education such as marketing/outreach, student services, and the library.

      The main goals of the CHEX Consortium are to:

      1. Advocate for and accelerate the growth of XR and immersive technologies for learning across the higher education sector;

      2. Cultivate cross-institutional and cross-national relationships and networks in the space;

      3. Support and assist members in building a business case to senior administrators for investment in XR and immersive technologies;

      4. Serve as a unified voice and a vehicle representing higher education institutions in their endeavours to build XR industry partnerships and collaborations;

      5. Identify and promote best practices for facilitating collaborative XR projects and initiatives within and among higher education institutions, and between institutions and industry, that bring together diverse stakeholder interests, disciplines, and perspectives.

      The inaugural CHEX meeting took place during the iLRN 2020 Virtual Conference. Selection of participants for the meeting was by prior invitation only.

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