Skip to main content
Skip to main navigation menu
Skip to site footer
Open Menu
Current
Archives
About
Privacy Statement
Copyright, Reprint and Self-Archiving
Templates
Contact
Search
Login
Home
/
Inclusion, Diversity, Equity, Access, & Social Justice
Inclusion, Diversity, Equity, Access, & Social Justice
36 Items
All Items
Work-in-Progress—Designing Evaluation Modules in the VR-based Simulation for Learners with Intellectual Disabilities
Yeonju Tak, Daeun Kim, Jeeheon Ryu
79-81
DOI:
https://doi.org/10.56198/
Using Virtual Environments to Reveal Teacher Bias Towards Students’ Socioeconomic Status
Iulian Radu, Chris Dede, Jennifer Wang, Guanhua Nie, Karan Bhola, Mitch Scuzzarella
68-75
DOI:
https://doi.org/10.56198/
Work-in-Progress—Decolonizing the Digital Divide: Problem Based Spatial Design Through Immersive Technology for STEM Education in Minority Populations
Tilanka Chandrasekera, Nicole Colston, Tutaleni Asino, Cynthia Orona, Katie Allen, Allison Howard, Piper Bott, Oluwafikayo Adewumi
76-78
DOI:
https://doi.org/10.56198/
Work-In-Progress—Exploring VR Conference Navigation Employing Audio Cues
Gil Robern, Alvaro Uribe-Quevedo, Mahadeo Sukhai, Peter Coppin, Teresa Lee, Robert Ingino
69-71
DOI:
https://doi.org/10.56198/
Work-in-Progress—Integrated Reading Assistance in an Immersive Environment
Kojiro Yano
66-68
DOI:
https://doi.org/10.56198/
Inclusive VR through Inclusive Co-Design with Neurodiverse Learners
Ibrahim Dahlstrom-Hakki, Teon Edwards, Jamie Larsen, Zachary Alstad, Gerald Belton, Daniel Lougen, Daniel Santana
61-65
DOI:
https://doi.org/10.56198/
Comparison of Direct and Vicarious VR Learning Experience: A Perspective from Accessibility and Equity
Gege Li, Heng Luo, Shaopeng Hou, Min Zhu
56-60
DOI:
https://doi.org/10.56198/
Rethinking the Extended Reality and Autism Research Agenda: Toward Neurodiversity-Affirming, Transdiagnostic, Inclusive Design
Matthew Schmidt , Noah Glaser
165-182
Enhancing Multiliteracy through Virtual Reality: An Inclusive Approach to Critical Immersive-Triggered Literacy
Chrysoula Lazou, Avgoustos Tsinakos, Ioannis Kazanidis
201-219
The Ethical Choices with Educational Technology (ECET) Immersive Technologies Decision Support Framework
Dennis Beck, Scott Warren
183-200
Leveraging VR Tools for Inclusive Education: Implications from Sign Language Learning in VRChat
Maria Erofeeva, Nils Klowait, Mikael Belov, Yoann Soulié
146-164
Work-In-Progress—Exploring VR Conference Navigation Employing Audio Cues
Gil Robern, Alvaro Uribe-Quevedo, Mahadeo Sukhai, Peter Coppin, Teresa Lee, Robert Ingino
69-71
DOI:
https://doi.org/10.56198/pbmrvj10
Work-in-Progress—Integrated Reading Assistance in an Immersive Environment
Kojiro Yano
66-68
DOI:
https://doi.org/10.56198/5fe37523
Inclusive VR through Inclusive Co-Design with Neurodiverse Learners
Ibrahim Dahlstrom-Hakki, Teon Edwards, Jamie Larsen, Zachary Alstad, Gerald Belton, Daniel Lougen, Daniel Santana
61-65
DOI:
https://doi.org/10.56198/ysgp7045
Comparison of Direct and Vicarious VR Learning Experience: A Perspective from Accessibility and Equity
Gege Li, Heng Luo, Shaopeng Hou, Min Zhu
56-60
DOI:
https://doi.org/10.56198/1a87mq46
Leveling the Playing Field: Amplifying Rural Student Voices in Game-Based Learning Design with a Rural User Experience (RUX) Kit
Alex Urban, Hillary Gould, Fan Yu, Zeinab Parishani, Joe Griffin, Noah Glaser
89-95
DOI:
https://doi.org/10.56198/cfwv3t67
Piloting a Virtual Reality Cybersecurity Game for Neurodivergent Adults: Findings from a User-Centered Formative Evaluation
Noah Glaser, Shangman Li, Sai Shreya Nuguri, Prasad Calyam, Amogh Chetankumar Joshi
67-77
DOI:
https://doi.org/10.56198/z38b7051
Perceived Empowerment and Empowering Behaviors with Augmented and Virtual Reality in Transdisciplinary Research
Carla Jakobowsky, Larissa Müller, Anja Richert, Valérie Varney
78-88
DOI:
https://doi.org/10.56198/xjvhes46
Extended Abstract—Implementation of an Immersive Sensory Room for Autistic Individuals: Enhancing Therapeutic and Learning Experiences Through Technology
Gunjan Kumari, Wolfgang Broll
96-102
DOI:
https://doi.org/10.56198/fa3r2y74
Doctoral Colloquium—Narrative and Soundscapes: Crafting Video Game for the Intersection of Neurodiversity, Gender and Queerness, The Things Left Behind
Lanxin Xue, Noah Glaser , Yupei Duan
103-109
DOI:
https://doi.org/10.56198/0efasn65
Doctoral Colloquium—Designing Inclusive Game-Based Informal-STEM Learning for Neurodiverse Middle-School Learners
Tanya Churaman, Noah Glaser, K. Rende Mendoza, Matthew Schmidt, Lucas Jensen, Amanda Olsen
110-116
DOI:
https://doi.org/10.56198/jhqy1163
Doctoral Colloquium—Investigating Preferred Design Elements by Autistic Individuals in an Immersive Learning Environment
Gunjan Kumari, Wolfgang Broll
117-123
DOI:
https://doi.org/10.56198/2tfre555
Preliminary Report: Innovations in Participatory Immersive XR Research for Transition-Aged Autistic Adults
Matthew Schmidt, Jie Lu, Noah Glaser, Shangman Li, Yueqi Weng
Preliminary Analysis of Empathy-Driven Design and Inclusive Cybersecurity Education: The Initial Phase of the uSucceed Project's Virtual Reality Curriculum for Neurodiverse Adults in STEM
Noah Glaser, Prasad Calyam, Yupei Duan, Shangman Li, Sai Shreya Nuguri, Cannon Ousley, Anirudh Kambhampati, Zeinab Parishani, Amogh Chetankumar Joshi, Mohan Yang
Exploring the Inclusive Design and Use of Social Multi-Platform Virtual Reality for a Post-Secondary Gender Diversity Workshop
Anthony Scavarelli, Ali Arya, Robert J. Teather, Rebecca Wakelin, Sarah Gauen, Julie McCann
1-25 of 36
Next
Latest publications
Browse
Categories
Assessment and Evaluation (A&E)
Foundations in Immersive Learning Research and Theory
Galleries, Libraries, Archives, & Museums
Inclusion, Diversity, Equity, Access, & Social Justice
STEM Education
Language, Culture, & Heritage
Medical & Healthcare Education
Nature & Environmental Sciences
Workforce Development & Industry Training
Self and Co-regulated Learning with Immersive Learning Environments
Immersive learning across Latin America: state of research, use cases and projects
Sustainable Development and Immerse Learning in the Climate Emergency
Literacy Equity and Immersive Learning
Special Track 3: Immersive Technologies, XR and AI for Education (XRAI4Edu)
Special Track 2:Navigating Grand Challenges: Immersive Learning & Global Solutions (iLRNGrandChallenges)
Teaching with XR Literacies: Empowering Educators through EU Projects’ Frameworks
OpenEU Pathways to Immersive Societies: AI‑Empowered Learning Ecosystems for Digital Education
Immersive Futures for a Sustainable World: Advancing the UN SDGs Through XR Learning
Critical Game Literacies in Immersive Learning: Co-Creation, Play, and Digital Expression
OnLIFE Education Paradigm in Ecologically Connected Immersive Contexts
Virtual Worlds
Virtual Reality
Customized Games, Off the Shelf Modifications
Theoretical/Overviews
Virtual Worlds and Virtual Reality
Augmented Reality, Wearable Technologies
Immersive Experiences for Children with Special Needs and Older Adults
Immersive Education to Teach Specific Academic Content
Personalization in Immersive
Game-Based Learning Environments
Special Track: Digital Heritage and the Immersive City
Special Track: Immersive and Engaging Educational Experiences
Special Track: Wearable Technology Enhanced Learning
Special Track: Serious Games Using Immersive and Assistive Technologies
Disciplinary Applications: Special Education
Disciplinary Applications: History
Pedagogical Strategies
Immersion and Presence
Early Childhood Development and Learning
Fundamental Research and Theory in Immersive Learning
Environmental Sciences, Climate Change, and Immersive Technologies
Immersive Technologies in Cultural Heritage
Immersive Technologies in Primary and Secondary Education
Games and Game Design
ST: Environmental Sciences and Immersive Learning
Climate Change and Disaster Management Immersive Analytics
Immersed in Cultural Heritage
Personalisation in Immersive and Game-Based Learning Environments