2020 6th International Conference of the Immersive Learning Research Network (iLRN)

                    View 2020 6th International Conference of the Immersive Learning Research Network (iLRN)

We are pleased to present our iLRN2020 Proceedings volume, contributing insights to immersive learning research and practice across the lifespan. These submissions were peer-reviewed and presented at the 6th annual International Conference of the Immersive Learning Research Network (iLRN2020), and we very much hope you will enjoy reading them.

Authors were required to submit their research contributions on applications of Immersive Learning. Two to four reviewers independently assessed all submissions. All contributions were evaluated in a double-blind review process and checked for plagiarism to ensure authors submitted original work. All authors were given meaningful feedback on their submissions. Reviewing is a volunteer activity and a time-intensive process, and we are grateful to all our reviewers for contributing to our community.

Conference Theme: Vision 20/20: Hindsight, Insight, and Foresight in XR and Immersive Learning

Following several decades of confinement to a niche market, XR and immersive technologies have finally broken out into the mainstream, and they are beginning to see rapid adoption and deployment across sectors around the globe. In multiple industries and common human forums—commerce, manufacturing, education and training, healthcare, entertainment, communications, and creative enterprises—the world and its capabilities are changing because of the new types of experience enabled by these technologies and the connections they are able to foster. The theme of iLRN’s 2020 conference emphasizes the need for clear vision in looking at scholarship and practice in the use of XR and immersive technologies for supporting learners and learning, through three main focal lenses:

  • Hindsight: Remembering and respecting the history of our field; taking stock of what we have learned and already know; making sure our guiding principles and “accepted wisdom” are grounded in robust  scientific evidence
  • Insight: Making sense of and navigating our current realities; keeping abreast of trends and developments amid rapidly changing societal, economic, educational, and technological landscapes; seizing opportunities to better serve learners in the here-and-now
  • Foresight: Examining possible and probable futures while imagining and shaping those preferred ones; charting the path forward for research, practice, and policy in XR and immersive learning for the betterment of humankind.

This Academic Proceedings volume is part of the Academic Track and is published by IEEE.

To access the full documents please visit IEEE's website: https://ieeexplore.ieee.org/xpl/conhome/9149567/proceeding.

Editors

  • Daphne Economou, University of Westminster, UK
  • Alexander Klippel, The Pennsylvania State University, USA 
  • Heather Dodds, Independent Consultant, USA
  • Anasol Peña-Rios, British Telecom Research Labs, UK
  • Mark J. Lee, Charles Sturt University, Australia and Immersive Learning Research Network, USA
  • Dennis Beck, University of Arkansas, USA
  • Johanna Pirker, Graz University of Technology, Austria
  • Andreas Dengel, Goethe Universität Frankfurt am Main, Germany
  • Tiago Martins Peres, Universidade Aberta, Portugal
  • Jonathon Richter, iLRN President and CEO, USA

ISBN  978-1-7348995-0-4/20

Copyright ©2020 - IEEE. For reprints and permissions policies please visit IEEE's website.

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:

Economou, D., Klippel, A., Dodds, H., Peña-Rios, A., Lee, M. J. W., Beck, D., Pirker, J., Dengel, A., Peres, T. M., & Richter, J. (Eds.) (2020). Immersive Learning Research Network. Proceedings of 6th International Conference, iLRN 2020, Online, June 21-25, 2020. Immersive Learning Research Network. ISBN 978-1-7348995-0-4/20

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: 31-07-2020

Conference Proceeedings

  • Reducing Cognitive Load through the Worked Example Effect within a Serious Game Environment

    Bernadette Spieler, Naomi Pfaff, Wolfgang Slany
    1-8
    DOI: https://doi.org/10.56198/
  • An AR-Based Case Study of Using Textual and Collaborative Scaffolding for Students with Different Self-Efficacy to Learn Lever Principles

    Changhao Liu, Shuo Wu, Shuming Wu, Su Cai
    9-15
    DOI: https://doi.org/10.56198/
  • Virtual Reality for Immersive Learning in Art History

    Hubert Cecotti, Zachary Day-Scott, Laura Huisinga, Luis Gordo-Pelaez
    16-23
    DOI: https://doi.org/10.56198/
  • Embodied Agentic STEM Education: Effects of 3D VR Compared to 2D PC

    Mina C. Johnson-Glenberg, Vanessa Ly, Man Su, Ricardo Nieland Zavala, Hannah Bartolomeo, Elena Kalina
    24-30
    DOI: https://doi.org/10.56198/
  • Presence and Platform: Effects of Embodiment Comparing a 2D Computer and 3D VR Game

    Elena Kalina, Mina C. Johnson-Glenberg
    31-37
    DOI: https://doi.org/10.56198/
  • Conceptualising Embodiment through Virtual Reality for Education

    Erica Southgate
    38-45
    DOI: https://doi.org/10.56198/
  • A Case Study: Students’ Perception of a Collaborative Game-Based Virtual Learning Environment

    Xiuli Huang, Juhou He, Hongyan Wang
    46-53
    DOI: https://doi.org/10.56198/
  • Computational Thinking in Augmented Reality: An Investigation of Collaborative Debugging Practices

    Cheng-Yu Chung, I-Han Hsiao
    54-61
    DOI: https://doi.org/10.56198/
  • SterileAR: Exploration of Augmented Reality and Computer Vision Approaches for Real-Time Feedback in Sterile Compounding Training

    Dmitriy Babichenko, Ravi Patel, Victoria Grieve, Patrick Healy, Stephen Canton, Eliza Beth Littleton, Nicole Donnellan, Edward Andrews
    62-69
    DOI: https://doi.org/10.56198/
  • Connecting User Experience to Learning in an Evaluation of an Immersive, Interactive, Multimodal Augmented Reality Virtual Diorama in a Natural History Museum & the Importance of Story

    Maria C. R. Harrington
    70-78
    DOI: https://doi.org/10.56198/
  • Different Types of Interaction with Augmented Reality Learning Material

    Jule M. Krüger, Daniel Bodemer
    78-85
    DOI: https://doi.org/10.56198/
  • Acceptance and User Experience of an Augmented Reality System for the Simulation of Sensory Overload in Children with Autism

    Tassos A. Mikropoulos, Michael Delimitros, Pavlos Gaintatzis, Georgia Iatraki, Aikaterini Stergiouli, Angeliki Tsiara, Katerina Kalyvioti
    86-92
    DOI: https://doi.org/10.56198/
  • Gamification in E-government Platforms and Services: A Literature Review

    Ruth S. Contreras-Espinosa, Alejandro Blanco-M
    93-100
    DOI: https://doi.org/10.56198/
  • Design-Based Research Iterations of a Virtual Learning Environment for Identity Exploration

    Amanda Barany, Aroutis Foster, Mamta Shah
    101-108
    DOI: https://doi.org/10.56198/