2019 5th International Conference of the Immersive Learning Research Network (iLRN) - Workshop, Long and Short Paper, and Poster Proceedings

                    View 2019 5th International Conference of the Immersive Learning Research Network (iLRN) - Workshop, Long and Short Paper, and Poster Proceedings

ILRN 2019 is the fifth annual international conference of the Immersive Learning Research Network held in Westminster, London, UK, following the 2018 edition in Missoula, Montana (USA), and returning for the third time to Europe, after the Coimbra (Portugal) edition in 2017.

The topic is becoming increasingly relevant as the power and affordability of suitable computers, mobile
devices, network connectivity and interface technologies has made virtual and augmented reality environments more accessible than ever before. The vision of the iLRN is to develop a comprehensive research and outreach agenda that encompasses the breadth and scope of learning potentialities, affordances and challenges of immersive learning environments. To achieve this, the iLRN mission is to invite and organize scientists, practitioners, organizations, and innovators across the disciplines to explore, describe, and apply the optimal use of immersive worlds and environments for educational purposes. Further the conference, meetings, and virtual symposia aim to build capacity to explain and demonstrate how these immersive learning environments best work using a variety of rigorous, systematic, and meaningful research methods and outreach strategies. To achieve this, the ILRN has invited scientists, practitioners, organizations, and innovators across all disciplines to report on their research in the ILRN 2019 international conference. Sixty-three papers were received the conference in 2019, encompassing long and short papers, posters, demo proposals, special tracks and workshops. All papers and posters were being independently reviewed: full/long papers by 2 – 4 reviewers, short papers by 2 – 3 reviewers and posters by 2 reviewers. All authors were given a substantial mix of feedback on how to improve their submissions for publication and presentation at the conference. In cases where the reviewers agreed that much more work was needed for a given format, full/long papers were invited to be resubmitted as short papers and short papers as posters. After a rigorous reviewing process eighteen were selected as full papers to be published in an edition of Springer’s series Communications in Computer and Information Sciences (27.4% acceptance rate), the remaining revised papers and poster abstracts being included in this volume.

180 authors submitted publications successfully and hail from Austria, Australia, Belgium, Brazil, Cyprus,
England, Germany, Greece, Iran, Jamaica, Korea, Norway, Portugal, Romania, Saudi Arabia, Scotland, Spain, Swiss and in the United States, Arkansas, Arizona, California, Florida, Georgia, Illinois, Indiana, Massachusetts, Michigan, Mississippi, Montana, New Jersey, New York, North Carolina, Ohio, Pennsylvania and Washington D.C.; 53% being from Europe and 47% from the rest of the world, with North America accounting for 23%, South America 20%, Asia 3% and Australia 1%.

If you are not already involved in thinking about or researching immersive learning, check out these
proceedings, and get excited about joining the iLRN community.

This Academic Workshop, Long and Short Paper, and Poster Proceedings volume is part of the Academic Track and is published by Verlag der Technischen Universität Graz.

To access the full documents please visit Verlag der Technischen Universität Graz' website: https://www.tugraz-verlag.at/en/gesamtverzeichnis/informatik-und-biomedizinische-technik/ilrn-2019-london-ebook/.

Editors

  • Dennis Beck, University of Arkansas, USA
  • Anasol Peña-Rios, British Telecom Research Labs, UK
  • Todd Ogle, University Libraries, Virginia Tech, USA
  • Daphne Economou, University of Westminster, UK
  • Markos Mentzelopoulos, University of Westminster, UK
  • Leonel Morgado, Universidade Aberta, Portugal
  • Christian Eckhardt, California Polytechnic State University, USA
  • Johanna Pirker, Graz University of Technology, Austria
  • Roxane Koitz-Hristov, Graz University of Technology, Austria
  • Jonathon Richter, iLRN President and CEO, USA
  • Christian Gütl, Graz University of Technology, Austria
  • Michael Gardner, University of Essex, UK

ISBN 978-3-85125-657-4

Copyright ©2019 by the Immersive Learning Research Network. For reprints and permissions policies please visit Verlag der Technischen Universität Graz' website.

The papers in this book comprise the proceedings of the meeting mentioned on the cover and title page. The papers in this publication reflect the authors' opinions. Their inclusion in this publication does not necessarily constitute endorsement by the editors or the Immersive Learning Research Network.

To cite this volume please use the recommended format:

Beck, D., Peña-Rios, A., Ogle, T., Economou, D., Mentzelopolous, M., Morgado, L., Eckhardt, C., Pirker, J., Koitz-Hristov, R., Richter, J., Gütl, C., & Gardner, M. (Eds.) (2019). iLRN 2019 London, Workshop, Long and Short Paper, and Poster Proceedings from the Fifth Immersive Learning Research Network Conference, iLRN 2019, London, UK, June 23-27, 2019. Verlag der Technischen Universität Graz. ISBN 978-3-85125-657-4

For more information on the Academic Proceedings please visit https://publications.immersivelrn.org/index.php/academic.

For more information on the Practitioner Proceedings please visit https://publications.immersivelrn.org/index.php/practitioner.

Published: 15-06-2019

Conference Proceeedings

  • Design considerations of an original serious game for training working memory in Down syndrome individuals

    Maria Metaxa, Panagiotis E. Antoniou, Evangelia Romanopoulou, Vasiliki Zi-lidou, Maria Karagianni, George Arfaras, Panagiotis D. Bamidis
    183-185
    DOI: https://doi.org/10.56198/
  • Deep Learning Using Serious Games: An Application for Andragogy in Human Resource Development

    Gemade Mamfe-Ter, Mentzelopoulos Markos, Economou Daphne, Bouki Vassiliki
    161-162
    DOI: https://doi.org/10.56198/
  • A Virtual World to Promote Experiential Learning through Role-play in Distance Education

    Aliane Loureiro Krassmann, Gregori Francisco Barros, Fabrício Herpich, Liane Margarida Rockenbach Tarouco, Magda Bercht
    163-165
    DOI: https://doi.org/10.56198/
  • Rheumatosphere AR: Public Engagement and Education with Interactive Print Posters

    Timea Kosa, Louise Bennett, Daniel Livingstone, Carl Goodyear, Brian Loranger
    166-167
    DOI: https://doi.org/10.56198/
  • Mixed Reality use in Higher Education: Results from an International Survey

    J. G. Tromp, N. Winters, J. Riman, J. Zelenak, I. Yucel
    168-169
    DOI: https://doi.org/10.56198/
  • Engage, Immerse, and Innovate: Best Practices in Immersive Teaching

    Andreas Dengel, Kristina Bucher
    171-172
    DOI: https://doi.org/10.56198/
  • Serious Games for Mathematics Support in Higher Education

    Chrystalla Ferrier
    172-173
    DOI: https://doi.org/10.56198/
  • Connecting Indigenous Knowledge and Western Science through co- design & XR on the Flathead Indian Reservation

    Jonathon Richter
    174-175
    DOI: https://doi.org/10.56198/
  • At the Heart of the Virtual City – Creating Global, Diverse, Accessible, and Environmentally Sustainable Communities of Practice Using Virtual Worlds

    Bethany Winslow
    176-179
    DOI: https://doi.org/10.56198/
  • Immersive Environments for Absolute Beginners

    David Spark
    180-182
    DOI: https://doi.org/10.56198/
  • A Framework for Augmented Reality Based Shared Experiences

    Abdullah Ali, Cornelius Glackin, Nigel Cannings, Julie Wall, Saeed Sharif, Mansour Moniri
    159-160
    DOI: https://doi.org/10.56198/
  • Immersing Learners: Using Immersive Technologies in the classroom to create immersive learning activities and increase student engagement.

    Zina Cordery
    186-187
    DOI: https://doi.org/10.56198/
  • Blueprinting an edu-centric design and development workflow for a prototype mixed reality neuroanatomy resource.

    Panagiotis E. Antoniou, George Ntakakis, Emmanuil Babatsikos, Alkinoos Atha-nasiou, James Pickering, Panagiotis Bamidis
    188-190
    DOI: https://doi.org/10.56198/
  • Usable Virtualization of Guided Inquiry?

    Brad Thompson
    191-192
    DOI: https://doi.org/10.56198/
  • Hearing the Voices of ILRN What We Learn from Listening

    Patrick M. O’Shea
    193-202
    DOI: https://doi.org/10.56198/
  • New Spaces - Learning in the Global Languages & Cultures Room

    Stephan Caspar
    203-204
    DOI: https://doi.org/10.56198/
  • 360 3D Interactive Learning Experience for Communication and Feedback

    Villarejo Muñoz, Luis, Martí Nieto, Iván
    205-206
    DOI: https://doi.org/10.56198/
  • Demo: Mobile VR Site Experiences for Education in the Earth Sciences

    Alexander Klippel, Jan Oliver Wallgr ̈u, Jiayan Zhao
    207-209
    DOI: https://doi.org/10.56198/
  • Cubist’s Visual Reality/CVR Device Hands-on Demo and Experiment

    Maritina Keleri
    210-211
    DOI: https://doi.org/10.56198/
  • Adult Learning Sign Language by combining video, interactivity and play

    Daphne Economou, Melissa Gonzalez Russi, Ioannis Doumanis, Vassiliki Bouki, Markos Mentzelopoulos, Jeffery Ferguson
    101-108
    DOI: https://doi.org/10.56198/
  • Learning in Virtual Reality: Opportunities and challenges for using virtual reality in schools for young autistic people

    Nigel Newbutt
    12-16
    DOI: https://doi.org/10.56198/
  • The Augmented Employee: Immersive Technologies in Field Service Operations

    Anasol Peña-Rios
    17-18
    DOI: https://doi.org/10.56198/
  • Geo Immersive Reality (GIR)

    Layla Gordon
    19-38
    DOI: https://doi.org/10.56198/
  • Evaluating Mixed Reality Collaborative Learning Environments: the MiRTLE+ Case Study

    Ahmed Alzahrani, Michael Gardner, Vic Callaghan, Malek Alrashidi
    39-50
    DOI: https://doi.org/10.56198/
  • Enhancement of Students’ Soft and Hard Skills in an Interdisciplinary Immersive Learning Environment

    Melodie Griffin, Rebecca Rudolph, Jordan Patterson, Jennifer Palilonis
    51-63
    DOI: https://doi.org/10.56198/
  • Using Educational Robotics as Tools for Metacognition: an Empirical Study in Elementary STEM Education

    Chrysanthos Socratous, Andri Ioannou
    64-75
    DOI: https://doi.org/10.56198/
  • Job Interview Training in Virtual Reality: Evaluation in Laboratory Settings

    Mikhail Fominykh, Ekaterina Prasolova-Førland
    76-84
    DOI: https://doi.org/10.56198/
  • Immersive Virtual Reality as an Authentic Learning Activity in Problem Based Learning: A Case Study of Elementary Students’ Learning Behaviors

    Karen Ladendorf, Ying Xie
    85-92
    DOI: https://doi.org/10.56198/
  • Virtual Reality STEM Education from a Teacher’s Perspective

    Johanna Pirker, Michael Holly, Hannes Almer, Christian Gutl, John Winston Belcher
    93-100
    DOI: https://doi.org/10.56198/
  • Using Virtual Reality for Implicit Learning

    Mel Slater
    2-8
    DOI: https://doi.org/10.56198/
  • Immersive Learning Experiences for Understanding Complex Systems

    Luís Miguel Alves Fernandes, Leonel Morgado, Hugo Paredes, António Coelho, Jonathon Richter
    109-115
    DOI: https://doi.org/10.56198/
  • Virtual Reality as a Medium for Remote Class Participation

    Krzysztof Pietroszek
    116-123
    DOI: https://doi.org/10.56198/
  • Development and Evaluation of a Virtual Reality Game

    Vinícius Costa de Souza, Klaus Loges, Eliane Schlemmer
    124-133
    DOI: https://doi.org/10.56198/
  • Mobile Augmented Reality in Science Teaching: an analysis of the pedagogical usability with pre-service teachers

    Fabrcio Herpich, Felipe Becker Nunes, Renan Luigi Martins Guarese, Aline Grunewald Nichele, Patrcia Fernanda da Silva, Aliane Loureiro Krassmann, Liane Margarida Rockenbach Tarouco
    134-141
    DOI: https://doi.org/10.56198/
  • Designing a serious game as a tool for landscape and urban planning immersive learning

    D. Nieto-Lugilde, C.J. Torrecilla-Salinas, O. De Troyer, J. Gutiérrez
    142-149
    DOI: https://doi.org/10.56198/
  • Lehigh River Watershed VR: The Lehigh Gap Immersive Virtual Field Trip

    Robson Araujo Junior, Alec Bodzin, Thomas Hammond, David Anastasio, Scott Rutzmoser, Farah Vallera, Bashir Sadat, Brian Yeung, Henry Levy
    150-152
    DOI: https://doi.org/10.56198/
  • A Virtual Reality Game To Identify Locations in the Lehigh River Watershed

    Alec Bodzin, Robson Araujo Junior, David Anastasio, Thomas Hammond, Scott Rutzmoser, Farah Vallera, Esther Lindstrom, Sara Kangas
    153-155
    DOI: https://doi.org/10.56198/
  • Unpacking Oakland Cemetery: Immersing Students in Atlanta History

    Brennan Collins, Jeff Glover, Jes Moss, Spencer Roberts, Michael Page, Pouya Dianat
    156-157
    DOI: https://doi.org/10.56198/