Virtual/Augmented Reality Applications in Education & Life Long Learning
A special issue of Electronics (ISSN 2079-9292). This special issue belongs to the section "Computer Science & Engineering".
Deadline for manuscript submissions: closed (1 October 2023) | Viewed by 42146
Special Issue Editors
Interests: educational technology; serious games; gamification; mixed-reality applications in education
Special Issues, Collections and Topics in MDPI journals
Interests: AR/VR applications for blind and visually impaired people; educational technology for impaired learners; computational pedagogy; assistive mobile applications
Special Issues, Collections and Topics in MDPI journals
Special Issue Information
Dear Colleagues,
Recent advances in educational technology have highlighted the importance of virtual and augmented learning experiences in achieving educational goals. Virtual reality (VR) and augmented reality (AR) applications can improve learning by providing students of all ages with memorable experiences in explorative digital environments that would otherwise be impossible to replicate, or at least very expensive.
Moreover, mobile computing allows people to use their own devices in informal and non-formal learning environments, such as museums, libraries and workplaces. Voluntary and self-motivated learning (i.e., life-long learning), for either personal or professional reasons, can be delivered remotely using students’ own devices and infrastructure.
The challenges faced in the application of virtual and/or augmented reality technology in education and life-long learning include, but are not limited to: the search for innovative toolsets for application in a wide range of educational contexts; reducing learner indifference; increasing student adherence to Special Education; and maximizing student loyalty, especially in Higher Education institutions.
This Special Issue aims to present virtual and augmented reality technology, a game-changing approach, as a core element in effective teaching and learning environments, inside and outside of classrooms, to offer immersive and mixed-reality learning experiences. The scope of this issue includes teacher inspiration, design environments, interfaces and multimodality, online aggregators for AR/VR learning materials (reusable) and various multidisciplinary STE(A)M approaches.
Original research articles and reviews are welcome. Research areas may include (but are not limited to) the following:
- Tools to develop educational AR/VR applications;
- 3D learning object aggregators;
- Gesture interaction in AR applications for mLearning;
- Evaluation of educational uses of AR/VR;
- Collaborative virtual learning environments;
- Multiuser immersive environments and social networking;
- Learning analytics from AR/VR environments;
- Serious games and gamification in AR/VR (including exergames);
- Educational 3D reconstructions;
- Mixed-reality applications in non-formal, informal and life-long learning;
- HMD and see-through headsets in educational applications;
- Professional training and personal development using AR/VR;
- Design guidelines and principles for accessible AR/VR interfaces;
- Learner’s behaviour analysis in VR environments;
- Immersive training and everyday practice in AR/VR environments;
- Treatment adherence using AR/VR for patients and caregivers;
- Educational simulators using immersive environments;
- Natural 3D interaction in educational mobile AR applications;
- UAVs and augmented reality in field studies;
- Challenges in the integration of AR/VR in typical education;
- Virtual 3D teachers and natural language processing;
- AR/VR in STEM and STEAM approaches;
- Privacy modalities, data protection and ethics related to the above issues.
We look forward to receiving your contributions.
Dr. Ioannis Paliokas
Dr. Paraskevi Theodorou
Guest Editors
Manuscript Submission Information
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Keywords
- virtual reality
- augmented reality
- educational technology
- virtual learning environments
- serious games
- gamification
- eLearning
- mLearning
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