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Inclusion, Diversity, Equity, Access, & Social Justice
Inclusion, Diversity, Equity, Access, & Social Justice
38 Items
All Items
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
Doctoral Colloquium—Involving Individuals with Autism in Design of an Immersive Learning Environment
Gunjan Kumari
185-191
DOI:
https://doi.org/10.56198/U6C0WT2K1
Exploring the Universal XR Design Strategies Considering Interactive Learning Experiences: A Case Study
Daeun Kim, Jeeheon Ryu
135-142
DOI:
https://doi.org/10.56198/U6C0WP677
An Exploration of Immersive Virtual Reality as an Empathic Modelling tool
Sharon Cook, Gary Burnett, Karen Jiyun Sung, Ahmed Ehab Abdelsalam
143-152
DOI:
https://doi.org/10.56198/U6C0WZVJX
eXtended Reality and Accessibility in Online and Distance Learning: Exploring the Opportunities and Challenges
Fridolin Wild, Tim Coughlan, Sarah Davies, Rebecca Shepherd, Trevor Collins, Aitch King, Jade Matos Carew
153-163
DOI:
https://doi.org/10.56198/U6C0WGXDZ
Work-in-Progress—Improving Computational Thinking for Learners with Autism in the Virtual World: A Longitudinal Study
Nuodi Zhang, Fengfeng Ke, Alex Barrett, Zlatko Sokolikj
164-169
DOI:
https://doi.org/10.56198/U6C0WYZ8W
Work-in-Progress—Virtual tourism: analysing the impacts on community-based producers and school audiences
Bernardo de La Vega, Fabian Frenzel
170-176
DOI:
https://doi.org/10.56198/U6C0W1V67
Doctoral Colloquium—Challenging Stereotypes Around NeurodiversityThrough Co-Design in a 2D Videogame, The Things Left Behind
Zeinab Parishani, Noah Glaser, Eunice (Li) Shangman, Devon Whalen, Dana AlZoubi, K. Rende Mendoza, Heath Palmer
177-184
DOI:
https://doi.org/10.56198/U6C0WYMC2
Work-in-Progress—The Metaverse Campus: Transforming Learning for International Students
Tianshi Hao, Samaa Haniya
63-66
DOI:
https://doi.org/10.56198/ZH3JOE58A
A Multimodal Document Viewer in Fully Immersive Virtual Reality
Rogelio Romero, Hubert Cecotti
295-305
Introducing a new Technology Quality Indicator for Intervention Design in Special Education
Georgia Iatraki, Tassos A. Mikropoulos
284-294
Access to Escape - An Immersive Game-Based Learning Experience for Accessibility Education in Virtual Reality
Paula Wiesem ̈uller, Saba Mateen, Andreas Dengel, Sarah Voß-Nakkour
268-283
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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