[Announcements] [CFP]: Call For Papers: 2019 IEEE VR Fourth Workshop on K-12+ Embodied Learning through Virtual & Augmented Reality (KELVAR) (Hosted by IEEE VR 2019)
Francisco Ortega
franciscoraulortega at gmail.com
Fri Dec 21 12:34:11 EST 2018
Dear Community,
*** Sorry for Cross Posting ***
Call For Papers: 2019 IEEE VR Fourth Workshop on K-12+ Embodied Learning
through Virtual & Augmented Reality (KELVAR)
Organized in conjunction with the IEEE Virtual Reality 2019 - March 23-27,
2010, Osaka, Japan
http://ieeevr.org/2019/
==== WORKSHOP WEBSITE ====
https://sites.google.com/site/vrkelvar/
==== DESCRIPTION ====
K-12 and higher-ed education (K-12+) is currently undergoing a
technological revolution creating opportunities for Virtual-, Augmented-,
and Mixed-Reality based learning. Technology integration will continue to
increase as mobile devices penetrate all socioeconomic strata, and as new
VR/AR/MR/XR technologies become affordable to schools (K-12 and
universities), vocational education providers, universities, and informal
educational settings. These technologies have the potential to facilitate
effective learning by leveraging the affordances of this unique media
including: the ability to engage students of all ages with interactive 3D
simulations of real-life and artificial phenomena; presenting information
that is spatially- and temporally- integrated with real objects; leveraging
whole-body motions to depict and reinforce learning content.
One unique strength of these technologies is their ability to deliver
educational content through embodied learning. Embodied learning can take
many forms, such as when a student moves their body around an
augmented-reality plant in order to explore photosynthesis and plant
structure. Embodied learning could occur in a computing programming course
in which student creations are projected onto the classroom surfaces and
where students collaborate by physically interacting with each other’s
programs. Or, embodied learning can occur in an HMD-based virtual-reality
experience where the student solves mathematical equations by using their
hands to physically move numbers from one side of the equal sign to the
other.
Technology developers, HCI researchers and cognitive and learning
scientists are beginning to understand the mechanisms and benefits of
embodied learning, as well as other unique affordances which make
VR/AR/MR/XR suited for education. However, there are many questions about
the integration of such experiences into the classroom, such as: What
curriculum topics might be addressed through such technologies?; What
psychological and physiological mechanisms underlie embodied cognition?;
How can we design experiences that are age- and socio-culturally
appropriate?; How will pedagogical approaches be influenced by such
technologies?
In this workshop we aim to bring together developers and researchers who
are interested in creating experiences for the educational contexts of the
future. The workshop will enable participants to discuss and be exposed to
different approaches for integrating Virtual-, Augmented- and Mixed-reality
technologies, specifically focusing on the challenges and potential for
embodied learning in and out of the classroom for K-12 and
higher-education, vocational and higher education.
==== AUDIENCE =====
We expect the audience will be attendees to the IEEE Virtual Reality 2018
conference, specifically those interested in educational technology:
• Academic researchers in augmented / virtual / mixed
reality
• Learning psychologists
• Industry organizations for children’s education
• Teachers and educational researchers
• Informal education technology designers
==== SUBMISSION TOPICS ====
We welcome preliminary research results and thought-provoking position
papers, on topics related to VR/AR/MR learning for K-12+, such as:
* VR, AR & MR Technologies and Applications (for formal and informal
education contexts)
* Theories and Applications of Embodied Cognition and Learning
* Curriculum-based Educational Applications
* Student-Teacher Pedagogical Interaction and Instructional Implications
* Classroom Integration of Technology
* Teacher and Student Content Authoring Tools
==== ORGANIZERS ====
Iulian Radu, Harvard University (iulian_radu at gse.harvard.edu)
Erica Southgate, University of Newcastle, Australia (
erica.southgate at newcastle.edu.au)
Francisco R. Ortega, Florida International University (fortega at cis.fiu.edu)
Jerry Alan Fails, Boise StateUniversity (jerryfails at boisestate.edu)
Steven Cutchin, Boise State University (stevencutchin at boisestate.edu)
==== JOIN THE CONVERSATION ====
Please join our "Education and Learning with Virtual and Augmented Reality"
groups on LinkedIn and Facebook:
https://www.linkedin.com/groups/12021434
https://www.facebook.com/groups/1178589018874446/
==== DEADLINES AND SUBMISSION FORMAT ====
Full submission deadline: January 15, 2019
Notification of acceptance: February 5, 2019
Camera ready paper deadline: February 19, 2019
The organizing committee will select submissions based on the quality and
contribution of the work relating to embodied learning in education. We
seek contributions in the following formats:
I) Empirical Papers: Early Research and Work In Progress (4-6 pages) -
Empirical results and contributions to the field.
II) Position Papers (3-4 pages) - Interesting and possibly controversial
points of view, and approaches to foster a discussion at the event.
***** Papers must be written in English and follow the IEEE Computer
Society format found at:
http://www.cs.sfu.ca/~vis/Tasks/camera.html
******* Please submit anonymized submissions to EasyChair:
https://easychair.org/conferences/?conf=kelvar2019
****** Please submit any questions for fortega at colostate.edu
===== VISIBILITY OF SUBMISSIONS ====
All workshop papers will be published in the IEEE Digital Library and
shared on the workshop website.
Thanks,
Francisco R. Ortega, Ph.D.
Computer Science - 3D User Interfaces
Assistant Professor, Colorado State University
"No me quieras porque gané, necesito que me quieras para ganar" -- Marcelo
Bielsa
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