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  • 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

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