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Monday, May 17
 

TBA

Flash Mob on the Beach
Join us on Verizon Beach for a GREAT iLRN2021 selfie opportunity: we'll teach everyone a fun gesture or dance move in Virbela and then, at the SAME TIME... we'll all do it and get a picture of everyone doin that thang!

Presenters
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network


Monday May 17, 2021 TBA
Verizon Beach

10:00am EDT

iLRN 2021 Opening Ceremony
Presenters
avatar for Daphne Economou

Daphne Economou

Senior Lecturer, University of Westminster
I have 20 years’ teaching and research experience in higher education, in the areas of HCI, Mobile UX, Web Design and Development, and in VR. I am particularly interested in the use and the design of VR/AR platforms to engage effectively learners in educational tasks and empowering... Read More →
avatar for Heather Dodds

Heather Dodds

Chief Operating Officer, Immersive Learning Research Network
Chief Operating Officer at the Immersive Learning Research NetworkID and UX in VRFollower of JesusExperienced virtual team leader with a servant leadership philosophyCompassionate & enthusiastic research design advocateVR, VW, XR researcher and designerProblem-solver with empathetic... Read More →
avatar for Kai Erenli

Kai Erenli

Vice President for Legal & Compliance and iLRN 2021 General Co-Chair, Immersive Learning Research Network
avatar for Mark J. W. Lee

Mark J. W. Lee

Executive Vice President & Chief Research Officer, Immersive Learning Research Network
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network



Monday May 17, 2021 10:00am - 11:00am EDT
Main Stage iLRN Virtual Campus, powered by Virbela

11:00am EDT

Featured Panel "Looking Back: Insights From a Century of Cumulative Research in Immersive Transformations" Part 1 of 2
We are on the cusp of the spatial computing revolution, with Virtual Reality now a mainstream term, and Augmented & Mixed Reality quickly becoming popular. These immersive media are transforming users: from explicit learning of curriculum topics and career skills, to implicit changes in behaviors, perceptions, and attitudes. As researchers, designers and practitioners of immersive learning experiences, each of us actively contributes to creating the future where these technologies deeply influence how humanity learns, collaborates and transforms. What lessons should we remember from pioneer explorers of these fields, and what should be our focus as we move the field forward?    

Join us for this panel discussion involving Jeremy Bailenson (Stanford University), Mina Johnson-Glenberg (Arizona State University), Chris Dede (Harvard University), and Mel Slater (University of Barcelona) as we explore the past and future of immersive experiences, covering questions such as: How can we look at our field with a fresh pair of eyes, to positively harness the transformative power of these technologies? How do we design and study experiences that cannot be created with more traditional media? What are ethical implications of creating deeply transformational experiences? How do we take these technologies to scale? What are the long term effects on adults and children?

Keynote & Plenary Speakers
avatar for Chris Dede

Chris Dede

Timothy E. Wirth Professor in Learning Technologies, Harvard Graduate School of Education
Chris Dede is the Timothy E. Wirth Professor in Learning Technologies at Harvard’s Graduate School of Education (HGSE). His fields of scholarship include emerging technologies, policy, and leadership. In 2011 he was named a Fellow of the American Educational Research Association... Read More →
avatar for Jeremy Bailenson

Jeremy Bailenson

Thomas More Storke Professor of Communication, Stanford University
Jeremy Bailenson is founding director of Stanford University’s Virtual Human Interaction Lab, Thomas More Storke Professor in the Department of Communication, Professor (by courtesy) of Education, Professor (by courtesy) Program in Symbolic Systems, a Senior Fellow at the Woods Institute for the Environment, and a Faculty Leader at Stanford’s Center for Longevity. He earned... Read More →
avatar for Mel Slater

Mel Slater

Distinguished Investigator, Institute of Neurosciences and Co-Director, Event Lab, University of Barcelona
Mel Slater is a Distinguished Investigator at the University of Barcelona in the Institute ofNeurosciences, and Co-Director of the Event Lab (Experimental Virtual Environments forNeuroscience and Technology). He was previously Professor of Virtual Environments atUniversity College... Read More →
avatar for Mina Johnson-Glenberg

Mina Johnson-Glenberg

President & CEO; Research Professor, Arizona State University, Embodied Games, LLC
Dr. Johnson-Glenberg is a Research Professor at Arizona State University in the Psychology department. She is also an entrepreneur and President of the award-winning learning technology company called Embodied Games, LLC. Her lab (and in the spinout company) create, research, and... Read More →


Monday May 17, 2021 11:00am - 12:00pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

6:00pm EDT

Opening Day Keynote 2: The Psychology Behind Learning in Virtual Spaces; A Conversation with Alex Howland, Virbela Co-Founder & President
This past year, schools were asked to either close their doors or move to remote solutions indefinitely. In the haste to quickly transition to virtual environments due to COVID, no one stopped to ask about the psychological impact of suddenly learning and training remotely. This new way of working and learning quickly begged the questions—how do you foster teamwork and collaboration in a virtual environment? Is true collaboration only possible in a virtual world? And how does learning remotely full time affect one's psyche? Dr. Alex Howland, PhD, president of Virbela, will discuss all of this and more.

In this session, you will learn how the transition to virtual learning has affected the psyche of those who do it daily. Whether you are a student, teacher, or learning professional, we should all have at least a basic understanding of how virtual learning can affect the human brain. In this session, you will learn why psychological safety is so important to virtual collaboration and how you can foster that remotely. You will also learn how and why different platforms affect and augment the way that we work, collaborate, and socialize on them. Alex will discuss the hurdles that many people face when transitioning to virtual learning, including burnout, and how to avoid the common pitfalls. He'll discuss the benefits of learning in a virtual world and the long-term effects on culture, trust, and work-life interaction. You will leave this session with a new appreciation for the human brain, and tangible tips to best prepare yourselves and your organization for long-term virtual success.‬‬

Join the chat to learn more about:
  • Why psychological safety is so important to collaboration and how you can foster that remotely
  • How and why different platforms affect and augment the way that we collaborate and socialize on them
  • The hurdles that many people face when transitioning to virtual learning, including burnout
  • The long-term psychological effects of remote collaboration in a virtual world and their impact at an individual, team, and organizational level

Presenters
avatar for Alexander Kippel

Alexander Kippel

iLRN 2021 Conference General Chair, Immersive Learning Research Network
avatar for Alex Howland

Alex Howland

Co-Founder & President, Virbela


Monday May 17, 2021 6:00pm - 6:30pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

7:00pm EDT

Keynote: The Future of Space, Medicine, and XR
What do a Mars mission, doctoring in the Antarctic and life as a med student during COVID-19 have in common when it comes to medical education? More than you'd think, as it turns out! In this talk, Dr. Shawna Pandya, physician, VP of Immersive Medicine at Luxsonic Technologies and scientist-astronaut candidate, will draw on her experiences developing immersive technologies for medical education for space and for Earth to talk about the promise and potential for immersive medical technologies to improve medical education and training in the usual—and not so usual—places on Earth, and beyond.

Keynote & Plenary Speakers
avatar for Shawna Pandya

Shawna Pandya

Vice President of Immersive Medicine; Physician, Speaker, Martial Artist, Citizen-Scientist Astronaut Candidate, Luxsonic
Dr. Shawna Pandya is a scientist-astronaut candidate with Project PoSSUM, physician, aquanaut, speaker, martial artist, advanced diver, skydiver, pilot-in-training, VP Immersive Medicine with Luxsonic Technologies and Fellow of the Explorers’ Club. She is also Director of the I... Read More →


Monday May 17, 2021 7:00pm - 8:00pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

8:00pm EDT

Opening Night Dance Party
Go To Haptics for our Opening Night Dance Party!  Get ready to dance with DJ illexxandra!

https://www.instagram.com/illexxandra/


Monday May 17, 2021 8:00pm - 9:00pm EDT
Haptics Mixed Reality Lounge and Supper Club

9:00pm EDT

Guided Virtual Adventure: AltspaceVR: Designing Relational Land-Based Connections through Immersive Learning for Middle-Years and Secondary Education
This Guided Virtual Adventure Tour will take you on exploratory journeys through the Taiga (Boreal Forest) Biome and an Introduction to the Sustainable Development Goals worlds within the AltspaceVR platform. Experience an engaging middle years or high school classroom in Virtual Reality (VR)! In an immersive setting that facilitates relational and cross-curricular connections, explore the Taiga Biome ecosystem, including plants, animals, and climate and discuss the Sustainable Development Goals and how we can empower students to make change.  You will partake in a VR scavenger hunt and experience, through the use of embedded videos, the Upper Nikik Interpretive Trail in La Ronge, Saskatchewan, Canada, with Myrtle O’Brien, a Traditional Knowledge Keeper, Cree herbalist, crafter and educator. As she demonstrates knowledge of Indigenous plants, language, and traditions, we will discuss curricular connections related to respecting the environment and the human impact on the land.  Grounded by constructivist learning theory, this guided adventure seeks to inspire educators who want to use VR for increasing student motivation, engagement, achievement and peer connections through immersive experiences.

Please note: We will be meeting directly on the Altspace platform. Users new to Altspace may find this document helpful: https://medium.com/causespacevr/altspacevr-101-full-beginners-guide-4780136a215c

Monday May 17th 9pm EST - https://account.altvr.com/events/1738017487343059204 or Join Code: CXZ603

Presenters
avatar for Janelle Lavoie

Janelle Lavoie

Teacher, University of Saskatchewan
Born and raised in Saskatoon, Saskatchewan, Canada, Janelle Lavoie obtained her Bachelor of Kinesiology in 2018, Bachelor of Education in 2019, and has just completed a Master’s in Educational Technology and Design (ETAD) from the University of Saskatchewan. She has taught children... Read More →
avatar for Paula MacDowell

Paula MacDowell

Assistant Professor, University of Saskatchewan
Paula MacDowell, PhD, is an Assistant Professor in the Department of Curriculum Studies, University of Saskatchewan. Her area of specialization is in Educational Technology and Design (ETAD).
avatar for Ryan Banow

Ryan Banow

Educational Developer, Gwenna Moss Centre - University of Saskatchewan
Ryan Banow is an Educational Development Specialist at the Gwenna Moss Centre for Teaching and Learning at the University of Saskatchewan. He is also a PhD student in the Department of Curriculum Studies within the College of Education. Ryan has worked as an Educational Developer... Read More →
avatar for Joel Stange

Joel Stange

Vice Principal, Pre-Cam Community School
An educator with many interests. I love using technology, getting outdoors, building relationships with my students, and diving into projects.I have a Masters of Education from the University of Saskatchewan, focused on Critical and Environmental Education. I reside in Treaty 6, traditional... Read More →


Monday May 17, 2021 9:00pm - 10:00pm EDT
AltSpaceVR
 
Tuesday, May 18
 

11:00am EDT

Featured Panel "Looking Forward: The Next 100 years of XR Research" Part 2 of 2
Part 2 of 2

Keynote & Plenary Speakers
avatar for Ekaterina Prasolova-Førland

Ekaterina Prasolova-Førland

Professor, Norwegian University of Science and Technology
Ekaterina Prasolova-Førland is full Professor at the Department of Education and Lifelong Learning at the Norwegian University of Science and Technology (NTNU). Ekaterina has been working with educational virtual worlds and immersive technologies since 2002, with over 100 publications... Read More →
avatar for Iulian Radu

Iulian Radu

Research Scientist, Harvard Graduate School of Education
Iulian Radu is a Research Scientist at Harvard University’s Graduate School of Education. His work intersects educational innovation and learner-centered design, focusing on aspects of AR/VR education, makerspaces, software / hardware engineering, and embodied cognition. At Harvard... Read More →
avatar for Jessica Brillhart

Jessica Brillhart

Director of Mixed Reality (MxR) Lab, Institute for Creative Technologies, University of Southern California
Jessica Brillhart is the Director of the Mixed Reality (MxR) Lab at the USC Institute for Creative Technologies. Prior to her appointment, she was the Principal Filmmaker for Virtual Reality at Google and spearheaded efforts in exploring the technology and language of the mediums... Read More →
avatar for Johanna Pirker

Johanna Pirker

Assistant Professor, Graz University of Technology
Dr. Johanna Pirker (Dr. tech. Dipl.Ing. BSc in Software Engineering and Economics and Computer Science from Graz University of Technology) is assistant professor, software engineer, and researcher at the Institute of Interactive Systems and Data Science at Graz University of Technology... Read More →


Tuesday May 18, 2021 11:00am - 12:00pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

12:00pm EDT

Presenter Rehearsal
Greetings!  We will meet briefly at the Welcome Area and then head to Circle of Scholars Assembly Hall.

Heather will demonstration the presentation capabilities of the Virtual Campus, customized to the presentation needs of the audience.

Shh...don't tell anyone that this is actual immersive learning.  

Tuesday May 18, 2021 12:00pm - 1:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

12:00pm EDT

ROI from VR: Extraordinary Case Studies That Prove It
Several clients from different business categories all had very different learning objectives. What do they have in common? They all used immersive learning to achieve jaw-dropping results. From a 400% ROI from training to up to $3,000 saved per employee and customer, the myth of VR being too expensive, too complicated, and too time-consuming ends right here. John Blackmon, the CTO of eLearning Brothers, will share examples from Transition Associates for Fendi, Illumina Interactive for a nonprofit, and Komatsu Mining, which will blow you away!

Presenters
avatar for Christie Calahan

Christie Calahan

Director of Marketing, eLearning Brothers
Christie Calahan is the Director of Marketing at eLearning Brothers and previously served as the Director of Marketing at Trivantis, where Lectora and CenarioVR were originally developed. Her articles and whitepapers have appeared in Training Industry, Learning Technologies Magazine... Read More →
avatar for John Blackmon

John Blackmon

CTO, eLearning Brothers



Tuesday May 18, 2021 12:00pm - 1:00pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

1:00pm EDT

Ecosystem Update: What's Next for the iLRNetwork (Part 1)
Presenters
MM

Markos Mentzelopoulos

Senior Lecturer, University of Westminster
avatar for Dennis Beck

Dennis Beck

Associate Professor, University of Arkansas
Dennis Beck is an Associate Professor of Educational Technology at the University of Arkansas. In his teaching, he enjoys teaching teachers how to use technology in their classrooms. His research focuses on and advocates for digital, educational equity for vulnerable populations... Read More →
avatar for Karen Alexander

Karen Alexander

Co-Founder & Executive Director, XR Women
avatar for Maya Georgieva

Maya Georgieva

Director, Education Futures / XReality Center, The New School
Maya Georgieva is a futurist, XR strategist, immersive storyteller, producer, and a sought-after keynote speaker on the future of Immersive Learning and Innovation in creative industries. As the Director of Education Futures and the XReality Center at the New School, Maya provides... Read More →
avatar for Mark J. W. Lee

Mark J. W. Lee

Executive Vice President & Chief Research Officer, Immersive Learning Research Network
avatar for Daphne Economou

Daphne Economou

Senior Lecturer, University of Westminster
I have 20 years’ teaching and research experience in higher education, in the areas of HCI, Mobile UX, Web Design and Development, and in VR. I am particularly interested in the use and the design of VR/AR platforms to engage effectively learners in educational tasks and empowering... Read More →
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network
avatar for Jeremy Nelson

Jeremy Nelson

Director, XR Initiative, University of Michigan
avatar for Leonel Morgado

Leonel Morgado

Assistant Professor / Senior Researcher, Universidade Aberta / INESC TEC
Leonel Morgado is Assistant Professor with Habilitation, at the Portuguese Open University, where he lectures on research methods, programming, and the use of virtual worlds. He is also a board member of the international research association, Immersive Learning Research Network... Read More →
avatar for Kai Erenli

Kai Erenli

Vice President for Legal & Compliance and iLRN 2021 General Co-Chair, Immersive Learning Research Network
avatar for David Bass-Clark

David Bass-Clark

Director of AR/VR Research and Development, Unity College
XR adoption in online higher education and trainingWant to create VR simulations? That’s my jam! 


Tuesday May 18, 2021 1:00pm - 1:45pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

2:00pm EDT

Ecosystem Update: What's Next for the iLRNetwork (Part 2)
Presenters
avatar for Julie Smithson

Julie Smithson

Chief Education & Learning Officer, MetaVRse
MM

Markos Mentzelopoulos

Senior Lecturer, University of Westminster
avatar for Karen Alexander

Karen Alexander

Co-Founder & Executive Director, XR Women
avatar for David Bass-Clark

David Bass-Clark

Director of AR/VR Research and Development, Unity College
XR adoption in online higher education and trainingWant to create VR simulations? That’s my jam! 
avatar for Dennis Beck

Dennis Beck

Associate Professor, University of Arkansas
Dennis Beck is an Associate Professor of Educational Technology at the University of Arkansas. In his teaching, he enjoys teaching teachers how to use technology in their classrooms. His research focuses on and advocates for digital, educational equity for vulnerable populations... Read More →
avatar for Daphne Economou

Daphne Economou

Senior Lecturer, University of Westminster
I have 20 years’ teaching and research experience in higher education, in the areas of HCI, Mobile UX, Web Design and Development, and in VR. I am particularly interested in the use and the design of VR/AR platforms to engage effectively learners in educational tasks and empowering... Read More →
avatar for Kai Erenli

Kai Erenli

Vice President for Legal & Compliance and iLRN 2021 General Co-Chair, Immersive Learning Research Network
avatar for Maya Georgieva

Maya Georgieva

Director, Education Futures / XReality Center, The New School
Maya Georgieva is a futurist, XR strategist, immersive storyteller, producer, and a sought-after keynote speaker on the future of Immersive Learning and Innovation in creative industries. As the Director of Education Futures and the XReality Center at the New School, Maya provides... Read More →
avatar for Mark J. W. Lee

Mark J. W. Lee

Executive Vice President & Chief Research Officer, Immersive Learning Research Network
avatar for Leonel Morgado

Leonel Morgado

Assistant Professor / Senior Researcher, Universidade Aberta / INESC TEC
Leonel Morgado is Assistant Professor with Habilitation, at the Portuguese Open University, where he lectures on research methods, programming, and the use of virtual worlds. He is also a board member of the international research association, Immersive Learning Research Network... Read More →
avatar for Jeremy Nelson

Jeremy Nelson

Director, XR Initiative, University of Michigan
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network


Tuesday May 18, 2021 2:00pm - 2:45pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

2:00pm EDT

Guided Virtual Adventure: Virtual World Education Consortium Connects Learning Communities
Participants will explore the Virtual World Education Consortium home-base in Second Life to learn about collaborations across numerous virtual learning environments to build a professional learning community, network with others to overcome obstacles in virtual spaces and document progress of best practices and accomplishments archived at the Community Virtual Library.

Recording of adventure:  https://youtu.be/6K12G43xpFo  

Presenters
avatar for Valerie Hill

Valerie Hill

Library Director, Community Virtual Library
As a librarian and instructor of library and information science with a background in school librarianship, Dr. Hill researches new media in digital culture. Strong interest in information literacy, human-computer interaction, and emerging technology trends for the metamodern, particularly... Read More →


Tuesday May 18, 2021 2:00pm - 3:00pm EDT
Second Life

3:00pm EDT

Keynote: Advancing Learning and Research in Africa
During this talk I intend to do a preliminary assessment of the ways in which XR has impacted research and education on the continent. I will highlight a number of case studies, and consider the future.

Judith Okonkwo is a Technology Evangelist, Business Psychologist and Organisation Development Consultant with experience working in Africa, Asia and Europe.  She sits on the Board of the European Organisation Design Forum, advises Startups, not-for-profits and SMEs on emerging technologies and is a guest lecturer at several HEIs. She is also the creator of the Oriki Coaching Model™ and a co-founder of We Will Lead Africa. Judith is a Fellow of the Royal Society of Arts and an Associate Fellow of the British Psychological Society. 

In 2016 Judith set up Imisi 3D a creation lab in Lagos focused on building the African ecosystem for extended reality technologies (AR/VR/MR), and connecting XR communities across the continent. The lab provides learning opportunities and access to XR resources for creators and enthusiasts, while supporting engagement and adoption by the wider community, and consulting and content creation for clients. In 2018 she set up AR/VR Africa which holds large XR events on the continent, the most recent - the 2020  AR/VR Africa hackathon - had participants from 27 African countries. Judith is especially passionate about the adaptation of immersive technologies to create solutions on the continent, particularly low/mid cost virtual reality, for education, healthcare and storytelling.  Imisi 3D’s most recent VR film production Lagos At Large made the Forbes list of the Top 50 XR Experiences of 2019.

Judith is a current member of the World Economic Forum’s Global Future Council for Augmented and Virtual Reality.



Presenters
avatar for Judith Okonkwo

Judith Okonkwo

Founder, Imisi 3D
Judith Okonkwo is a Technology Evangelist, Business Psychologist and Organisation Development Consultant with experience working in Africa, Asia and Europe. She sits on the Board of the European Organisation Design Forum, advises Startups, not-for-profits and SMEs on emerging technologies... Read More →


Tuesday May 18, 2021 3:00pm - 4:00pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela
 
Wednesday, May 19
 

8:00am EDT

Poster Session 1
Posters

Integrated Reading Assistance in an Immersive Environment
Kojiro Yano
Osaka Institute of Technology, Japan

Relationship between Perceptions and Experiences on the Performance of Students in a Serious Game
Chioma Udeozor
Newcastle University, United Kingdom
Watch the presentation video

Virtual Learning for Virtual Times across the SUNY System
Roberta Sullivan(1), Alyssa Indelicato(2), Eileen O'Connor(3), Nicole Simon(5), Cynthia Tysick(6)
1: University at Buffalo, United States of America; 2: SUNY Upstate Medical University, United States of America; 3: Empire State College, United States of America; 5: Nassau Community College, United States of America; 6: University at Buffalo, United States of America
Watch the presentation video

Developing a Portfolio of Tools for Teaching Digital Logic
Harry Keith Edwards
University of Hawaii at Hilo, United States of America
Watch the presentation video

Game Design Informed by Learning Progressions for Science Practices
Shari Metcalf(1), Amanda Sommi(1), Sima Haddadin(1), Jennifer Scianna(2), David Gagnon(2)
1: Harvard University; 2: University of Wisconsin

Design and Evaluation of Mixed Reality Based Cybersecurity Curriculum for Middle School Students
Yan-Ming Chiou, Chrystalla Mouza, Teomara Rutherford, Chien-Chung Shen
University of Delaware, United States of America

Plant Cell Biology Education Using Advanced 3D Technologies for K-12 Students
Sayuri Tanabashi
The University of Tokyo, Japan

Virtual Geoscience Field Trip for Improved Physical Accessibility and Spatio-Temporal Reasoning
Matthew Donnelly(1), Adaobi Nebuwa(2), Jaclyn Baughman(1), Stacy Doore(2)
1: Bowdoin College, United States of America; 2: Colby College, United States of America
Watch the presentation video

Design Method of a Real-time Monitoring System for ICT Evaluation Process in Education Based on CesiumJS 3D Visualization
Chen Wu(1), Meng Chen(1), Di Wu(1), Jiman Ma(1), Jian Xu(1), Binbin Ma(2)
1: Central China Normal University, China, People's Republic of China; 2: South-Central University for Nationalities, China, People's Republic of China
Watch the presentation video

Language, Culture, and Heritage: The VR experience The Book of Distance and teaching the Family Folklore Project
Charles Willam MacQuarrie, Rachel Rebecca Tatro-Duarte
California State University Bakersfield, United States of America

Specific Heat of Water Experiment: Augmented Reality Chemistry Lab
Ryan Wirjadi, Alex Vuong, Frank Liu, Robert LiKamWa
Arizona State University, United States of America
Watch the presentation video

Building WaterWays: Investigating AR for Environmental Education
Corinne Brenner, Jessica Ochoa Hendrix, Mande Holford
Killer Snails, United States of America

Watershed Explorers: Designing a Virtual Reality Game to Promote Local Watershed Literacy
Robson Araujo-Junior(1), Alec Bodzin(1), Thomas Hammond(1), David Anastasio(1), Beigie Lam(1), Jeremy Mack(1), Daphne Mayer(2), Robert Neitz(3), Kathryn Semmens(4), Chad Schwartz(5), Jason Slipp(1)
1: Lehigh University, United States of America; 2: Delaware & Lehigh National Heritage Corridor National Canal Museum, United States of America; 3: Jacobsburg Environmental Education Center, United States of America; 4: Nurture Nature Center, United States of America; 5: Lehigh Gap Nature Center, United States of America
Watch the presentation video

Improve Spatial Learning by Chunking Navigation Instructions in Mixed Reality
Bing Liu(1), Zhicheng Zhan(2)
1: Technical University of Munich, Germany; 2: Ghent University, Belgium

Mathstation: A Grade School Math Supplement Serious Game
Jonathan Borowski, David Plecher
TU Munich, Germany


AR-supported Collaborative Game for Understanding Complex Systems
Man Su
Arizona State University, United States of America

Presenters
avatar for Man Su

Man Su

Research Assistant & Ph.D. Student, Arizona State University
My research focuses on the design, development, integration, and evaluation of immersive learning experience. Currently, I am conducting research on agent-based simulation to help students learn natural selection and understand nonlinear, decentralized, and emergent processes of complex... Read More →
DP

David Plecher

Technical University of Munich
avatar for Corinne Brenner

Corinne Brenner

Director of Learning, Killer Snails
Corinne Brenner is a researcher and learning scientist with Killer Snails, where she helps create and study games that inspire a love of science. She is also pursuing a PhD in Educational Communication and Technology at NYU. Corinne's research interests include applying quantitative... Read More →
avatar for Eileen O'Connor

Eileen O'Connor

Professor, SUNY Empire State College
Dr. Eileen O'Connor began her career in chemistry in government and industry in the 1970\'s and in technology at IBM in the 1980\'s. After pursuing a doctorate in science education and instructional technology, in the 1990's, she moved into the academic side of science and technology... Read More →
avatar for Nicole Simon

Nicole Simon

Instructional Designer/STEM Faculty/Assessment Fellow, Nassau Community College
Dr. Nicole Simon teaches General Science Studies courses in the Engineering/Physics/Technology Department at Nassau Community College. She holds a doctorate in Educational Technology Management and Instructional Design. Her research has focused on the uses of technology within the... Read More →
CT

Cynthia Tysick

Librarian, University at Buffalo
AI

Alyssa Indelicato

SUNY Upstate Medical University
avatar for Kojiro Yano

Kojiro Yano

Associate Professor, Osaka Institute of Technology
I research and practice VR-assisted education. For more information, please follow my twitter account (@kojiriovr)!
avatar for Chioma Udeozor

Chioma Udeozor

Research Associate and Doctoral candidate, Newcastle University
Chioma Udeozor is a Marie-Curie research fellow based at Newcastle University, UK. Her research project is focused on assessments in immersive learning technologies. Her focus is specifically on the use of digital games, virtual realities and augmented realities for engineering education... Read More →
avatar for Roberta (Robin) Sullivan

Roberta (Robin) Sullivan

Teaching & Learning Strategist, University at Buffalo
I am a connector of people and ideas. My role within the University at Buffalo Libraries is as a Teaching and Learning Strategist in Education Services. I conduct research regarding innovative digital pedagogy to assist students, faculty, and other stakeholders to explore and implement... Read More →
avatar for Harry Keith Edwards

Harry Keith Edwards

Professor - Computer Science, University of Hawaii at Hilo
I'm a teaching professor at the University of Hawaii at Hilo. I spend the majority of my time teaching students, but sometimes engage in a bit of research.“If there's a bright center to the universe, I'm on the campus that it's farthest from.”
SM

Shari Metcalf

Project Director, Harvard Graduate School of Education
ST

Sayuri Tanabashi

The University of Tokyo
MD

Matthew Donnelly

Student Lab Mgr - Bowdoin Emerging Tech. Lab, Bowdoin College
CW

Chen Wu

Central China Normal University
CW

Charles Willam MacQuarrie

Professor of English, California State University, Bakersfield
RW

Ryan Wirjadi

Undergraduate student, Arizona State University
Hi! I'm a computer science major at Arizona State University. Professionally, I enjoy mixed reality and the possibilities it provides along with the development process that resembles a huge brain teaser that hasn't been solved yet. Other than mixed reality, I'm also interested in... Read More →
avatar for Robson Araujo-Junior

Robson Araujo-Junior

Ph.D. Candidate, Lehigh University
avatar for Bing Liu

Bing Liu

Ph.D. Candidate, Technical University of Munich
In her Ph.D. study, Bing focuses on spatial learning during MR-based navigation. She is also experienced in using eye-tracking and fMRI in spatial ability and cognition research.


Wednesday May 19, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

11:30am EDT

XR Women Meets Doctoral Researchers in XR
Session Chairs
avatar for Karen Alexander

Karen Alexander

Co-Founder & Executive Director, XR Women
avatar for Julie Smithson

Julie Smithson

Chief Education & Learning Officer, MetaVRse

Presenters
avatar for Regina Maria Bäck

Regina Maria Bäck

Ph.D. Candidate, KU / KSH
My research focusses on the potential and media cultural framing of XR in art educational contexts. Looking forward for exchange and inspiration when it comes to quality criteria also thinking of students, from creative potential to data protection.
avatar for Jule Marleen Krüger

Jule Marleen Krüger

Research Associate & Doctoral Student, University of Duisburg-Essen
I am a 4th year PhD student at the University of Duisburg-Essen in Germany with a background in Psychology. In my research I examine how AR can effectively and efficiently support learning. In this, I especially focus on three characteristics of AR, which are framed from a human-centered... Read More →
avatar for Yao Huang

Yao Huang

Doctoral Candidate, Florida State University
Yao Huang is currently a doctoral candidate in the Instructional Systems and Learning Technologies program at Florida State University. Yao’s research focuses on Human Performance Improvement, especially how mobile and augmented reality technologies enhance performance support in... Read More →
avatar for Bing Liu

Bing Liu

Ph.D. Candidate, Technical University of Munich
In her Ph.D. study, Bing focuses on spatial learning during MR-based navigation. She is also experienced in using eye-tracking and fMRI in spatial ability and cognition research.
avatar for Genevieve Smith-Nunes

Genevieve Smith-Nunes

Ph.D. Candidate, University of Cambridge
Reimagining computing science education and data ethics through biometric data and classical ballet.


Wednesday May 19, 2021 11:30am - 1:30pm EDT
XR Women Hall iLRN Virtual Campus, powered by Virbela

1:00pm EDT

Galleries, Libraries, Archives, & Museums - Workshop 1: Online Library & Research Instruction with LibWizard Tutorials
Online Library & Research Instruction with LibWizard Tutorials
Stephanie C. Gillespie
Pellissippi State Community College, United States of America

Since 2017, we’ve created LibWizard tutorials to address equitable library and research instruction opportunities for online students, especially asynchronous ones. Despite our initial hesitancy, we have been delighted to find other benefits to offering them to all students, such as:
  • reach students whose instructors do not prefer guest lecturers or have no in-class time;
  • strengthen faculty relationships by collaborating to create or update tutorials;
  • Offer library and research instruction at students’ point of need;
  • provide instruction to students who miss the in-class session;
  • provide interactive lessons that include many types of materials;
  • have a solution ready when we cannot fulfill an instruction request;
  • increase our reach among students by 20-24% pre-Covid;
  • assess student’s research skills and how they contribute to course success and retention;
  • gather student feedback about which explanations or questions are unclear;
  • help us create student-driven FAQs;
  • collect quotes of student praise that can be used to market library services.
When the Covid pandemic hit, we were extremely grateful to have them ready to offer instructors while we considered solutions for live sessions online. In this session, we will discuss our experiences, lessons learned, and process for building, managing, and updating tutorials.

Presenters
avatar for Stephanie C. Gillespie

Stephanie C. Gillespie

Reference Librarian/Instructor, Pellissippi State Community College
Reference, Instruction, educational gaming, open access, privacy, instructional design, German, literature, ESL, copyright, flipped classrooms, and much more


Wednesday May 19, 2021 1:00pm - 2:30pm EDT
Innovation Garden Studios iLRN Virtual Campus, powered by Virbela

4:00pm EDT

Presenter Rehearsal
Greetings! We will meet briefly at the Welcome Area and then head to Circle of Scholars Assembly Hall.

Heather will demonstration the presentation capabilities of the Virtual Campus, customized to the presentation needs of the audience.

Shh...don't tell anyone that this is actual immersive learning.

Presenters
avatar for Heather Dodds

Heather Dodds

Chief Operating Officer, Immersive Learning Research Network
Chief Operating Officer at the Immersive Learning Research NetworkID and UX in VRFollower of JesusExperienced virtual team leader with a servant leadership philosophyCompassionate & enthusiastic research design advocateVR, VW, XR researcher and designerProblem-solver with empathetic... Read More →


Wednesday May 19, 2021 4:00pm - 5:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

7:30pm EDT

Medical & Healthcare Education - Special Session 1: Co-Creative Virtual Reality Content Development in Healthcare: Tackling The Content Availability Problem
Co-Creative Virtual Reality Content Development in Healthcare: Tackling The Content Availability Problem
Panagiotis E. Antoniou(1), Stathis Th. Konstantinidis(2), Panagiotis D. Bamidis(1)
1: Lab of Medical Physics Aristotle University of Thessaloniki; 2: School of Health Sciences University of Nottingham
 
Virtual Reality (VR), blanket term used for all the reality-virtuality spectrum, is exploding in proliferation, especially in healthcare. The core challenge of this explosion is the timely and cost-effective provision of bespoke content. Co-creative approaches can facilitate this endeavor by making the educators active participants in the development process reducing development overheads and democratizing healthcare digital content creation. This panel session aims at health educators, VR technologists, developers and technology enthusiasts. It will present, and actively engage its audience with co-creative methods and approaches, providing them with the gateway experience that could become useful for introducing such methods in their institutions and workflows. The panelists are cross-disciplined educational technologists/medical educators with extensive experience in the field of technology enhanced learning (TEL) who have implemented such methodologies in practice. The workshop will follow a mixed format. A brief “observations from the field” introduction to the topics of VR TEL and co-creation will be followed by an introduction to real world healthcare VR projects and resources. In these, realistic examples, the participants will engage in hands-on storyboarding and non-technical design and development tasks, in order to acclimate with the co-creative process and become able to explore it for their own use cases.
 


Wednesday May 19, 2021 7:30pm - 8:30pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela
 
Thursday, May 20
 

7:00am EDT

Medical & Healthcare Education - Oral Presentations 1
Presentations

Virtual Reality Applications For The Treatment Of Anxiety And Psychiatric Disorders
Saeed Safikhani, Johanna Pirker, Selina Wriessnegger
TU Graz, Austria
Watch the presentation video​​​

Virtual Reality (VR) environments are computer-generated mediums that try to provide the user a sense of presence. The use of VR term in science has a long history, but an increasing number of commercial cost-effective VR devices are creating new possibilities and applications for it. Regardless of entertainment, as the most widespread market for VR, the application of VR in medicine is attracting great attention in the scientific field. VR can be used as a tool for public healthcare, as a teaching environment for medical students or to improve the skills of experts, together with a well-accepted method for physical rehabilitation and mental therapies. The focus of this review paper is on the use of VR for psychiatric and anxiety disorders. Several empirical studies show the effectiveness of VR in improving the conditions of patients in a manner comparable to traditional methods and with long-lasting effects in their daily lives. However, a small number of case studies or the lack of a detailed comparison between VR and conventional methods is the shortcoming of current studies. In this paper, we review different VR applications focusing on the identification of the technologies used, the evaluation methods applied, and the results of the studies.

Presenters
avatar for Saeed Safikhani

Saeed Safikhani

University Project Assistant, Graz University of Technology


Thursday May 20, 2021 7:00am - 8:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

8:00am EDT

Medical & Healthcare Education - Oral Presentations 2
Presentations

COVIDCampus Game: Making Safer Choices
Mina C. Johnson-Glenberg(1), Mehmet Kosa(2), Don Balanzat(2), Ricardo Nieland Zavala(2), Xavier Apostal(2), Jude Rayan(2), Hector Taylor(2), Hannah Bartolomea(2), Kapadia Anoosh(2)
1: Arizona State University and Embodied Games, United States of America; 2: Arizona State University, Tempe, United States of America
Watch the presentation video

This article highlights several game design choices made during the creation of a browser-based game on mitigation strategies for Covid-19. Additionally, it presents a within group comparison of learning gains and self-reported behavioral changes after playing the game. Results show that the short COVIDCampus game has the potential to change college-age players’ Covid-19 related mitigation behaviors and it significantly increased players’ confidence in asking important health-related questions (Cohen’s d = .27). Some implications are discussed.

A Medical Ontology Informed, User Experience Taxonomy To Support Co-creative Workflows for Authoring Mixed Reality Medical Education Spaces.
Panagiotis E. Antoniou(1), Evaggelos Chondrokostas(2), Charalampos Bratsas(2,3), Panagiotis Filippidis(2), Panagiotis Bamidis(1)
1: Medical Physics Lab, Aristotle University of Thessaloniki, Greece; 2: Open Knowledge Foundation Greece; 3: Mathematics Dept, Aristotle University of Thessaloniki
Watch the presentation video

Curriculum size constantly challenges healthcare education and training. Technology enhanced, immersive educational content like Virtual, Augmented, or Mixed Reality (VR/AR/MR collectively XR) constantly aims to facilitate knowledge retention and skills acquisition in the healthcare sector. Core challenge in this effort is the increasing costs, in time and resources, required for designing and developing XR immersive educational content. An approach to address this challenge is participatory design methods. Co-creation approaches distribute the burden of content development amongst the educators’ community and facilitate decentralized bottoms-up content creation. This approach requires data modeling approaches that facilitate digital asset discoverability, reusability and consumption through visual authoring tools. This work describes the conceptualization and implementation of a UX taxonomy for annotating immersive AR/VR/MR content at the asset level for maximum repurposing capacity. A brainstorming session between educational and technology experts was conducted and conceptual details of the terms of the taxonomy were described. The Simple Knowledge Organization System (SKOS) vocabulary was utilized to organize this devised taxonomy and link it with existing medical ontology terms, formulating an RDF endpoint of the nominated ENTICE ontology. This ontology was able to link medical terms with UX and educational properties in a data structure that can annotate and contextually encapsulate any XR digital asset. An example such term is described and presented as proof of application. The semantic modelling implemented in this work is directly applicable to a previously proposed visual data structure and subsequent authoring environment that could facilitate XR resource design and authoring from non-technical experts.

Presenters
avatar for Mina Johnson-Glenberg

Mina Johnson-Glenberg

President & CEO; Research Professor, Arizona State University, Embodied Games, LLC
Dr. Johnson-Glenberg is a Research Professor at Arizona State University in the Psychology department. She is also an entrepreneur and President of the award-winning learning technology company called Embodied Games, LLC. Her lab (and in the spinout company) create, research, and... Read More →


Thursday May 20, 2021 8:00am - 9:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

9:00am EDT

Medical & Healthcare Education - Oral Presentations 3
Presentations

Modeling Teacher Use of Virtual Reality Simulations in Nursing Education Using Epistemic Network Analysis
Mamta Shah(1), Amanda L Siebert-Evenstone(2), Brendan R Eagan(2), Roxanne Holthaus(1)
1: Elsevier; 2: University of Wisconsin-Madison
Watch the presentation video​​​

Simulations are widely adopted in undergraduate nursing education because they offer low-risk, experiential ways to expose pre-licensure students to clinical environments, and to situate the development of requisite knowledge and skills for patient care. Virtual reality (VR) simulations present novel opportunities for clinical education; as such, research in this area is burgeoning around questions related to perception, adoption, and outcomes. In this paper, we demonstrate the application of epistemic network analysis, a quantitative ethnography technique, to model how one nursing educator facilitated clinical judgment and nurtured quality and safety education for nurses’ competencies through the use of Simulation Learning System with Virtual Reality (SLS with VR). We modeled the discourse obtained from three simulation sessions in October and November 2020, all involving a fundamental scenario requiring second-year nursing students to practice basic assessment and care management. Our work aims to advance research in medical and health education, particularly nursing education, using immersive learning environments by way of applying theory-backed learning analytic techniques.


CureQuest: A Digital Game for New Drug Discovery
Ben Chang, Shawn Lawson, Kathleen Ruiz, Mei Si
Rensselaer Polytechnic Institute, United States of America
Watch the presentation video

CureQuest is an educational adventure game about Clinical Translational Therapeutics, the process of discovery and development of new medical treatments, drugs, devices, and therapies. The game is being developed through a collaboration between faculty and students from a game design program and those from a medical school, with the goal of raising awareness and improving collaboration in the "bench to bedside" process. CureQuest aims to address this gap, first with medical students and ultimately for a general audience, with a game that instills wonder and inspires players with the challenges of drug discovery. In addition to the impact of the game when completed, the development process itself presents a novel case study in integrating the interdisciplinary fields of game development and “team science”. We present the current version of the game in development; the unique design challenges presented by the project; and the evolution of our collaborative process.

Presenters
avatar for Mamta Shah, Ph.D.

Mamta Shah, Ph.D.

Learning Scientist, Elsevier
Dr. Mamta Shah is a Learning Scientist at Elsevier, where she conducts research to support effective learning solutions and outcomes for nursing and health education. She is also an adjunct faculty member at Drexel University and University of Pennsylvania. Formerly, she was a postdoctoral... Read More →
avatar for Mei Si

Mei Si

Associate Professor, Rensselaer Polytechnic Institute


Thursday May 20, 2021 9:00am - 10:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

10:00am EDT

Ultrasound Training in VR: More Students Supported, $600,000 Saved
Between public safety and squeezed budgets, scaling up a training program is nearly impossible in a higher-ed clinical environment - unless you are Dr. Susanna Rudy, DNP, APRN, and Dr. Jeff Gordon, Ph.D., both from Vanderbilt University School of Nursing, and John Blackmon, CTO, of eLearning Brothers. As some of the earliest pioneers in immersive learning, they conquered what seemed impossible; they developed a program that affordably and safely trained a growing population of nurse practitioner students without purchasing more ultrasound machines for $100,000 each.

Now, less than two years later, state by state, the use of simulation in prelicensure nursing education is becoming a modern staple of training strategies in healthcare. Attend this session for an up-close look at what immersive learning can do. Find out why this eye-opening case study received a Platinum LearnX Award and was short-listed for Learning Technology’s Best Use of Simulations or Virtual Environments for Learning.

Presenters
avatar for Christie Calahan

Christie Calahan

Director of Marketing, eLearning Brothers
Christie Calahan is the Director of Marketing at eLearning Brothers and previously served as the Director of Marketing at Trivantis, where Lectora and CenarioVR were originally developed. Her articles and whitepapers have appeared in Training Industry, Learning Technologies Magazine... Read More →
avatar for Jeff Gordon

Jeff Gordon

Professor (retired), Vanderbilt University School of Nursing
I am recently retired but have worked on a number of software projects over the years, including IBM's Mathematics Exploration Toolkit, Managing the Experience of Labor and Delivery and a variety of other projects. My current project, that i am still working on is our Ultrasound project... Read More →
avatar for John Blackmon

John Blackmon

CTO, eLearning Brothers
SR

Susanna Rudy

Faculty Emergency Medicine, Vanderbilt University

Sponsors, Exhibitors, Partners


Thursday May 20, 2021 10:00am - 11:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

2:30pm EDT

Presenter Rehearsal
With apologies, I've had to shorten this rehearsal to 30 minutes due to a technical limitation.

Presenters
avatar for Heather Dodds

Heather Dodds

Chief Operating Officer, Immersive Learning Research Network
Chief Operating Officer at the Immersive Learning Research NetworkID and UX in VRFollower of JesusExperienced virtual team leader with a servant leadership philosophyCompassionate & enthusiastic research design advocateVR, VW, XR researcher and designerProblem-solver with empathetic... Read More →


Thursday May 20, 2021 2:30pm - 3:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

3:00pm EDT

CHEX Panel Session: Redefining What is Possible with XR in Higher Ed
CHEX Panel Discussion: Redefining what is Possible with XR in Higher Ed
David Bass-Clark(1), Jeremy Nelson(2), Maya Georgieva(3)
1: Unity College, United States of America; 2: University of Michigan, United States of America; 3: The New School, United States of America
 
A panel discussion with the co-leaders of the Champions in Higher Education for XR (CHEX) David Bass-Clark, Maya Georgieva and Jeremy Nelson. This discussion will focus on sharing our findings from the first year of leading CHEX. We will share insights from surveys and live sessions bringing the community together. We will highlight projects advancing XR across universities. We will explore stories of how XR is redefining what is possible in higher education at institutions across the United States and around the world. Join us for a lively discussion!

Presenters
avatar for Jeremy Nelson

Jeremy Nelson

Director, XR Initiative, University of Michigan
avatar for David Bass-Clark

David Bass-Clark

Director of AR/VR Research and Development, Unity College
XR adoption in online higher education and trainingWant to create VR simulations? That’s my jam! 
avatar for Maya Georgieva

Maya Georgieva

Director, Education Futures / XReality Center, The New School
Maya Georgieva is a futurist, XR strategist, immersive storyteller, producer, and a sought-after keynote speaker on the future of Immersive Learning and Innovation in creative industries. As the Director of Education Futures and the XReality Center at the New School, Maya provides... Read More →


Thursday May 20, 2021 3:00pm - 4:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

4:30pm EDT

Champions in Higher Education of XR - Meet & Greet 2
Thursday May 20, 2021 4:30pm - 5:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela
 
Friday, May 21
 

8:00am EDT

Medical & Healthcare Education - Oral Presentations 4
Family Approach VR: How To Get Consent For Organ Donation
Luis Villarejo
Immersium Studio, Spain

Family Approach VR is a training developed for the Donation and Transplant Institute as part of program offered to international healthcare professionals. Its main pedagogical objective is to teach healthcare professionals how to assertively communicate the death of a relative and how to successfully get their consent for organ donation.
A clinical case will be presented at the beginning of the experience: Alfred, a 42-year-old man, has suffered subarachnoid hemorrhage, and brain death has been declared. His relatives are at the waiting room. Each relative is thought to play a specific psychological role, thus enhancing the emotional range the user has to deal with.
The user must explain the “brain death” concept to the family (a difficult concept due to its medical complexity) and communicate Alfred’s death. He/she will learn how to adapt the tone and medical jargon, since this is one of the main communication problems that healthcare professionals face in real life.
The user must proceed requesting organ donation, developing a communication strategy and adapting his/her speech and decisions to each moment and family member.
If the user gets the consent, he/she must make a last effort by asking one of the family members to answer a mandatory by law survey that contains intimate questions about the deceased relative, so it requires high empathy in its formulation. Again, a challenge that puts emotional skills into practice in the most delicate moments.
The experience is enriched with multiple assessment methods and a huge variety of immersive interaction forms as voice, role-switching, or complex branching scenarios.
Each decision will affect the course of the experience. This decision-making generates monitorable information that is of great help to teachers and to students themselves for the identification and understanding of their learning process.

Gamification in Mixed-Reality Exergames for Older Adult Patients in a Mobile Immersive Diagnostic Center: A Pilot Study in the BewARe Project.
Ilona Buchem(1), Susan Vorwerg(2), Oskar Stamm(2), Kristian Hildebrand(1), Yvonne Bialek(3)
1: Beuth Hochschule für Technik Berlin, Germany; 2: Charité - Universitätsmedizin Berlin, Germany; 3: ART+COM, Germany
Watch the presentation video

This paper describes the gamification design of mixed-reality mini-exergames for older adult patients with hypertension and reports on results from a pilot study with 22 older adult users in the BewARe project dedicated to the development of an intelligent system for physical training enhanced by wearable sensors and immersive technologies. For the purpose of this paper, the gamification design was decomposed following the MDA framework. The objective of the research presented in this paper was to validate the gamification design of mini-exergames focused on endurance training and to explore the emotional responses of the older adult users to this type of immersive training. The pilot study applied a mixed methods approach and collected quantitative and qualitative data. The results show that gamified exergames are positively evaluated by older adult users, who enjoy and value the hedonic quality over the pragmatic quality. Research presented in this paper has revealed some interesting tendencies, such as gender-specific preferences, importance of interaction with the virtual trainer and the familiarity effect.

Presenters
LV

Luis Villarejo

CEO, Immersium Studio


Friday May 21, 2021 8:00am - 9:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

9:00am EDT

Champions in Higher Education of XR - Meet & Greet 1
Friday May 21, 2021 9:00am - 10:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

11:00am EDT

Basic Research & Theory - Panel Session 1 Transforming Education with Immersive Learning: Bridging the Skills Gap and Removing Accessibility Barriers
Transforming Education with Immersive Learning: Bridging the Skills Gap and Removing Accessibility Barriers
Gabriele Kalpaviciute
The Academy of International Extended Reality, United Kingdom

Join us for an exclusive AIXR Insights Live two part series where our panel of experts will be exploring the successful application of immersive technology in learning environments.

Part 1 of 2 AIXR Insights Live will provide a valuable insight on tackling two of the major barriers to entry. First we will investigate how to best 'train the trainer’ on immersive technology and how to demystify XR for educators. We will debunk misconceptions and false assumptions that educators may have about XR learning experiences and technology, while also providing insight into how XR promotes specific learning approaches and techniques. Finally we will cover why XR technology should be used and where to begin in applying it to the world of learning.

Panelists:
Onism XR - Oussema Djemaa
Virtual Speech - Sophie Thompson
Vue Networks - Jon Foo
Make Real - Sam Watts

Presenters
avatar for Oussema Djemaa

Oussema Djemaa

COO, Onism XR
With Oussema’s background in Journalism and Communication studies, and being tech savvy, he established himself as a tech journalist who developed knowledge in various fields that are technology related. Currently, he is dedicating his expertise to tech startups whilst expanding... Read More →
avatar for Sam Watts

Sam Watts

Immersive Partnerships Director, Make Real
With 20+ years experience of delivering immersive experiences, from 25+ PC and VR games to enterprise training to out-of-home entertainment, Sam has worked with the biggest brands including BBC, E4, Vodafone, Porsche and McDonald’s and many more, and has been featured in The Guardian... Read More →
JF

Jonathan Foo

CEO, Vue Reality Labs Pte Ltd
avatar for Sophie Thompson

Sophie Thompson

Director/ COO, Virtual Speech


Friday May 21, 2021 11:00am - 12:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

12:00pm EDT

Basic Research & Theory - Panel Session 1, Transforming Education with Immersive Learning: Bridging the Skills Gap and Removing Accessibility Barriers , Part 2
Transforming Education with Immersive Learning: Bridging the Skills Gap and Removing Accessibility Barriers
Gabriele Kalpaviciute
The Academy of International Extended Reality, United Kingdom

Part 2 of 2 AIXR Insights Live series will dive into the discussion about removing accessibility barriers for successful implementation of VR/AR within learning environments. We will cover the practical side of deployment of XR technology in an educational setting, while also examining the process of successful onboarding of students to XR educational experiences. It is vital to evaluate the progress, so we will also discuss the best practices of assessment and evaluation of learning from XR educational experiences.

Part 2of 2 AIXR Insights Live

SentiReal - David Trainor
KlipVR - Aditya Tuknait
Magos - Greg Agriopoulos
Cognitive 3D - Tony Bevilacqua

Presenters
avatar for Greg Agriopoulos

Greg Agriopoulos

CEO, Magos
Unique blend of technical and business skills with over 10 years experience in project & team management in high-tech ICT projects combined with electrical engineering background. Tech enthusiast with great systems engineering and deep technical understanding skills
avatar for David Trainor

David Trainor

Founder, Sentireal
I'm an enthusiastic advocate, entrepreneur and technologist delivering "personal immersive learning", namely enterprise training that is (a) presented using Extended (Virtual/Augmented) Reality and (b) automatically personalised and assessed using Artificial Intelligence - for the... Read More →
avatar for Aditya Tuknait

Aditya Tuknait

Founder & CCO, KlipVR
TB

Tony Bevilacqua

Founder & CEO, Cognitive3D


Friday May 21, 2021 12:00pm - 1:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

1:00pm EDT

Guided Virtual Adventure: Rec Room
Together, we'll explore the narrative potential of multi-user VR when content creation is made accessible to who those have a story to tell, i.e. all of us. The world hopping tour will contain a wide spectrum of storytelling genres and varying levels of interactivity, and we'll discover how these varying levels of agency affect the audience experience.
 
Platform/environment website
https://rec.net/ 
Tour guide(s)/leader(s)
lancegpowelljr.vr@gmail.com

Tour capacity
8

Target audience sector
Higher education, Informal and/or lifelong learning, Artists/ Content Creators
 
Supported devices
Desktop/laptop - Windows, Smartphone - iOS, PC VR headset - Oculus Rift / Rift S, PC VR headset -  HTC Vive/Vive Pro Series/Vive Cosmos Series, PC VR headset - Valve Index, PC VR headset - Windows Mixed Reality, Standalone VR headset - Oculus Quest, Standalone VR headset - Pico Neo/Neo 2/Neo 2 Eye, Standalone VR headset - Pico G2/G2 Pro/G2 4K, Standalone VR headset - HTC Vive Focus/Focus Plus, PSVR
 
Platform/environment access
VR is preferred for the tour. Download the app. Before the tour, it is helpful to learn the 'Play' button, which will allow you to access and search for rooms. Also, you should learn the 'People' button, so you connect to others as 'friends' or 'party' members.  Also, friend me ahead of time in world or on rec.net (Username: LanceJr)


Presenters
avatar for Lance Powell

Lance Powell

CTO, VEDX Solutions
Lance Powell is the Interim CTO of VEDX Solutions, working to bring XR into schools globally. He is also the lecturer of Virtual Worlds at Bahçeşehir University in Istanbul, Turkey. Lance was one of the founding members of the flagship VR First labs in BAU and is an XR Bootcamp... Read More →


Friday May 21, 2021 1:00pm - 2:00pm EDT
RecRoom

2:00pm EDT

UniVirtual Shared Presentation with Educators in VR: The Immersive Learning Research Network: Our 2021 Conference and Beyond!
The Immersive Learning Research Network focuses on research that shows 'what works' in immersive learning.  We are researchers and connectors, bringing together technology and people! Mark Lee and Heather Dodds visit from iLRN to talk about the iLRN 2021 Conference happening May 17 through June 10 on their Virtual Campus, hosted by Virbela.  

They will share the highlights of what's happening on the Virtual Campus for a whole month (a festival of learning!) and plans for iLRN for the second half of 2021.

Note that is event is happening in AltSpaceVR which is a different VR platform than the Virtual Campus powered by Virbela.

Check the [UniVirtual Experience Schedule](https://educatorsinvr.com/univirtual-experience/univirtual-experience-schedule/) and our [How to Attend an VR Event Guide](https://educatorsinvr.com/about/how-to-attend-an-educators-in-vr-event/).

UniVirtual Experience is an [Educators in VR](http://educatorsinvr.com/) & [Virtual World Society](http://virtualworldsociety.org/) conference May 1-30 across 18 different VR platforms and apps.

Event made possible with Infinity Sponsor HP with [HP Higher Education](https://bit.ly/2SbokUi) & [HP VR Hardware and Technology](https://bit.ly/2QLYKoE)

Presenters
avatar for Mark J. W. Lee

Mark J. W. Lee

Executive Vice President & Chief Research Officer, Immersive Learning Research Network
avatar for Heather Dodds

Heather Dodds

Chief Operating Officer, Immersive Learning Research Network
Chief Operating Officer at the Immersive Learning Research NetworkID and UX in VRFollower of JesusExperienced virtual team leader with a servant leadership philosophyCompassionate & enthusiastic research design advocateVR, VW, XR researcher and designerProblem-solver with empathetic... Read More →


Friday May 21, 2021 2:00pm - 3:00pm EDT
AltSpaceVR

7:00pm EDT

Environmental Education Projects at the Virtual Human Interaction Lab
Anna will share VHIL’s most recent environmental education work. The VR experiences Coral Compass and Stanford Ocean Acidification Experience will be presented and research findings from studies using those experiences will be discussed.

Anna Queiroz is a post-doctoral researcher at the Virtual Human Interaction Lab and at the Lemann Center at the Graduate School of Education at Stanford. Her research focus on cognitive and affective implications of new media and technology in learning, attitude and behavior change. She holds a Ph.D. and a M.S. in Cognitive Psychology and degrees in Behavioral Medicine and Education. She has been actively working in education since 2005, teaching at universities and leading EdTech projects in several companies and non-profit organizations.

Presenters

Friday May 21, 2021 7:00pm - 8:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

8:00pm EDT

House of Nature and Environmental Science Featured Speaker - Robson Araujo Junior , The Watershed Explorers VR Game
Join watershed explorers Lenni, Mira, Lance, and Della The Mule in a kayak adventure down the
Lehigh River to learn about the Lehigh River Watershed's rich environment and history! In this
game, the National Canal Museum of the Delaware & Lehigh National Heritage Corridor hired
you to make a recommendation to strategically improve community engagement and tourism
along the Lehigh River. Interface design and UI features will be highlighted as we embark on
this adventure together in this virtual exploration session.

Short bio:
Robson Araujo Junior is a doctoral student in the Teaching, Learning, & Technology program
at Lehigh University in the USA. His research focuses on the cognitive and affective
affordances of video games for learning. He has been a gamer for his entire life, has previously
taught in Brazil, and is passionate about teaching and learning with immersive game-based
education.

Presenters
avatar for Robson Araujo-Junior

Robson Araujo-Junior

Ph.D. Candidate, Lehigh University



Friday May 21, 2021 8:00pm - 9:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela
 
Saturday, May 22
 

8:00am EDT

Nature & Environmental Sciences - Oral Presentations 2
Presentations

The Lehigh Gap Story: A Design Partnership for Developing an Immersive Virtual Reality Field Trip
Alec Bodzin(1), Robson Araujo Junior(1)
1: Lehigh University, United States of America
Watch the presentation video

We established a designed partnership that includes Lehigh University faculty, students, and Lehigh Gap Nature Center staff to design and develop an immersive virtual field trip (iVFT) to enable people to understand the environmental changes that occurred in the Lehigh River Watershed in Pennsylvania during the past two centuries as a result of the zinc smelting plant operation at the Lehigh Gap. A green mountainous ridge became a barren “moonscape” as a result of zinc smelting activities that began in the 1890s. The smelting plant emitted approximately 3,450 pounds of sulfur per hour from 1918 to 1970, along with heavy metals, into the atmosphere. These pollutants produced acid rain and spread over the surrounding landscape. Five years after the smelting plants ceased operations, a comprehensive and laborious revegetation project was initiated by the U.S. Environmental Protection Agency and a local community group. The Lehigh Gap is revitalized today through a mixture of warm season grasses that have trapped the heavy metals in the soil. Today, the site includes a 756-acre wildlife refuge and the Lehigh Gap Nature Center, which is used for education, research, and outdoor recreation. Our iVFT tells this story through immersive experiences. Our design includes a virtual hike in the refuge through a series of 360° photospheres, animations, and assets to allow learners of all ages to experience historical events and geographical landmarks that are difficult to access or are no longer readily available. In addition, users learn about the construction and operations of historical transportation systems in the area (railroads and canals along the Lehigh River). Our session presents the iVFT and discusses important considerations for creating effective design partnerships among non-formal educators and university faculty.


Please Remain Seated: Large Classroom Virtual Field Trips with and Without 360° Headsets
Paul Mensink
Western University, Canada
Watch the presentation video

Field trips are a pedagogical cornerstone of the natural sciences and are particularly effective at developing deep learning skills (e.g., critical thinking). They promote student enjoyment and as such, facilitate long-term knowledge retention. However, field trips require considerable logistical planning, present significant health and safety concerns and are often associated with prohibitive financial costs for students. The concept of “virtual” field trips has emerged as an alternative option to traditional site visits. Virtual field trips can provide a more inclusive experience for students that are financially burdened or physically disadvantaged and can also provide some of the same benefits of field trips themselves. More recently, 360° imagery has gained popularity for virtual tours and educators can use specialized camera equipment (e.g., GoPro Fusion) to record the entire panoramic view of an environment. Inexpensive headsets can be coupled with user smartphones to provide a more immersive experience that responds to a student’s gaze as they journey through virtual tours. Here, I explored student perceptions and opinions about viewing virtual tours using immersive reality headsets (e.g., Google cardboard) versus less immersive technologies (e.g., laptops and projectors) in a controlled study of over 300 environmental science students. Virtual tours were popular with the students and helped provide context to learning material; however, when immersive reality headsets were used students reported a significant decrease in their understanding of the course content. The potential causes for this decrease along with recommendations for the appropriate use of both virtual tours and immersive headsets will be discussed in the presentation.

Presenters
avatar for Alec Bodzin

Alec Bodzin

Professor, Lehigh University
I am a Professor in the Teaching, Learning, and Technology program and the Lehigh Environmental Initiative at Lehigh University in Bethlehem, PA, USA. My research interests include: design and development of virtual reality learning environments; the design of Web-based inquiry learning... Read More →
avatar for Paul Mensink

Paul Mensink

Western University
Dr Paul Mensink is an assistant professor in the Department of Biology and the Centre for Environment and Sustainability at the University of Western Ontario. He teaches environmental science at both the undergraduate and graduate level. His pedagogical research focusses on the use... Read More →


Saturday May 22, 2021 8:00am - 9:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

9:00am EDT

Nature & Environmental Sciences - Oral Presentations 1
Presentations
 
Place-Based Learning through a Proxy – Variations in the Perceived Benefits of a Virtual Tour
Jan Oliver Wallgrün(1), Eric Knapp(2), Alan Taylor(3), Alexander Klippel(3), Jiayan Zhao(3), Pejman Sajjadi(3)
1: Independent Researcher; 2: US Forest Service; 3: Penn State University
Watch the presentation video​​​

Place-based and fieldwork learning play a key role in higher education in environmental sciences and other geo-spatial disciplines. We report on a study in which we evaluated a web-based virtual tour application for teaching natural resource management in fire-prone western forests in two undergraduate classes. The virtual tour uses 360°-image-based virtual scenes and pre-recorded audio commentary by a domain expert to lead participants through the Stanislaus-Tuolumne Experimental Forest where forest treatments were implemented to reduce fire hazard. We present results from assessing students’ overall perception of the virtual tour, their views towards its application in undergraduate education, and their feedback for improving the design of future virtual tours. Furthermore, we discuss the collected data from the perspective of gender differences and differences in familiarity with the topic of the tour.
 
 
Spatial Learning with Extended Reality - A Review of User Studies
Bing Liu(1), Linfang Ding(2), Liqiu Meng(1)
1: Chair of Cartography, Technical University of Munich, Germany; 2: KRDB Research Centre, Free University of Bozen-Bolzano, Italy
Watch the presentation video​​​

Spatial learning is a process of acquiring spatial knowledge and the foundation of our daily interactions with the living environment. Extended reality (XR) has been widely used in spatial learning research for decades with two representative types - Virtual reality (VR) and Augmented reality (AR). VR is often used to understand spatial learning behavior and spatial cognition process, and AR has great potential to assist spatial learning in real world. This short paper reviews the studies on the deployment of VR and AR to evaluate or assist spatial learning. We summarize the devices, technologies and analysis methods used, and identify factors that need to be considered in experimental design. Our work serves as a reference for new researchers who intend to design further user studies on spatial learning with VR and AR technologies.

Presenters
JZ

Jiayan Zhao

Postdoctoral Researcher, The Pennsylvania State University
avatar for Bing Liu

Bing Liu

Ph.D. Candidate, Technical University of Munich
In her Ph.D. study, Bing focuses on spatial learning during MR-based navigation. She is also experienced in using eye-tracking and fMRI in spatial ability and cognition research.


Saturday May 22, 2021 9:00am - 10:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

11:00am EDT

Guided Virtual Adventure: Is the Amani Ready to Sail Safely?
Platform/environment website
https://www.kitely.com/virtual-world/Bethany-Winslow/Limiland
 
Tour guide(s)/leader(s)
Ms. Winslow, Bethany, bethany.winslow@sjsu.edu, San Jose State University
 
Tour group capacity
25
 
Description
Join a recon mission at Limiland, aboard a full scale cruise ship, in the OpenSim world of Kitely. This guided immersive virtual adventure was developed for cruise ship operations management students at a public university as an extra credit activity. Students who normally have the opportunity to visit a real cruise ship do not have this option during a pandemic. Also, online students have no such option at all. This large virtual cruise ship can be navigated with an avatar by anyone with a free OpenSim account and a free virtual world viewer. The purpose of this activity is to explore how immersive role play, the use of the provided inspector's checklist, and the embedded information in key locations on the ship helps students determine if the Amani is ready to sail in a post pandemic world. In particular, students are on the lookout for three COVID molecules with critical information about the lasting impact on the cruising industry in the areas of health, leadership, and finance.  Educators who attend this guided adventure will be able to see for themselves what desktop virtual worlds offer right now, compared with less accessible experiences designed solely for head mounted display use.
 
Target audience sector
Higher education, The target audience are educators who are interested in exploring and learning more about what different virtual world platforms offer in terms of immersive learning and engagement. This is particularly applicable to educators who want to see for themselves what desktop virtual worlds offers educators right now, compared with experiences designed solely for head-mounted display use.
 
Supported devices
Desktop/laptop - Windows, Desktop/laptop - Mac
 
Platform/environment access
To visit the Kitely virtual world you need a free account (Kitely or OpenSim) and a hypergrid enabled viewer. This is different from the one used to access Second life. (OpenSim worlds are the open-source versions of Second Life, so if you are familiar with SL you won't have any trouble in OS. If you have never used SL or a similar viewer, you will need time to get acquainted with this technology.) See the Google Doc linked below which walks you through how to choose between two options to visit us. You'll also find it has links to videos and other tutorials to help, if needed. https://docs.google.com/document/d/1VMGayNnWzxvzBCiHoya1IlSn3DAGw2UNy7rbrPm7MZg/edit?usp=sharing

Presenters
avatar for Bethany Winslow

Bethany Winslow

Instructional Designer, San Jose State University
Access Showcase contribution


Saturday May 22, 2021 11:00am - 12:00pm EDT
Kitely

1:00pm EDT

Guided Virtual Adventure: Rec Room
Together, we'll explore the narrative potential of multi-user VR when content creation is made accessible to who those have a story to tell, i.e. all of us. The world hopping tour will contain a wide spectrum of storytelling genres and varying levels of interactivity, and we'll discover how these varying levels of agency affect the audience experience.
 
Platform/environment website
https://rec.net/ 
Tour guide(s)/leader(s)
lancegpowelljr.vr@gmail.com

Tour capacity
8

Target audience sector
Higher education, Informal and/or lifelong learning, Artists/ Content Creators
 
Supported devices
Desktop/laptop - Windows, Smartphone - iOS, PC VR headset - Oculus Rift / Rift S, PC VR headset -  HTC Vive/Vive Pro Series/Vive Cosmos Series, PC VR headset - Valve Index, PC VR headset - Windows Mixed Reality, Standalone VR headset - Oculus Quest, Standalone VR headset - Pico Neo/Neo 2/Neo 2 Eye, Standalone VR headset - Pico G2/G2 Pro/G2 4K, Standalone VR headset - HTC Vive Focus/Focus Plus, PSVR
 
Platform/environment access
VR is preferred for the tour. Download the app. Before the tour, it is helpful to learn the 'Play' button, which will allow you to access and search for rooms. Also, you should learn the 'People' button, so you connect to others as 'friends' or 'party' members.  Also, friend me ahead of time in world or on rec.net (Username: LanceJr)


Presenters
avatar for Lance Powell

Lance Powell

CTO, VEDX Solutions
Lance Powell is the Interim CTO of VEDX Solutions, working to bring XR into schools globally. He is also the lecturer of Virtual Worlds at Bahçeşehir University in Istanbul, Turkey. Lance was one of the founding members of the flagship VR First labs in BAU and is an XR Bootcamp... Read More →


Saturday May 22, 2021 1:00pm - 2:00pm EDT
RecRoom

2:00pm EDT

Galleries, Libraries, Archives, & Museums - Workshop 2: Drawing Equirectangular Perspectives for VR Panoramas with Eq A Sketch 360
Drawing Equirectangular Perspectives for VR Panoramas with Eq A Sketch 360
António Bandeira Araújo
Universidade Aberta, Portugal
 
In this workshop we will explore the construction of immersive environments in equirectangular perspective using the Eq A Sketch 360 software. Eq A Sketch 360 is a serious toy for spherical perspective drawing. It has two innovative features: a sliding geodesic grid and an equirectangular snap-to ruler. These tools turn equirectangular drawing into a proper perspective, where all lines and vanishing points may be drawn by hand, to create immersive environments from either observation or imagination. This contrasts with previous methods of equirectangular drawing, that either avoided perspective altogether by drawing directly in VR view, or were limited to fixed grid methods with ad-hoc estimation of measurements. Eq A Sketch both forces and helps the user to learn spherical perspective. We will show how to draw by hand with perfect control of proportions and bearings, to make standalone designs or constructions that can be mixed with 360-degree photography.

Presenters
avatar for António Araújo

António Araújo

Assistant Professor, Aberta University
Hi, my name is António Araújo and I am a visual artist and mathematician working at Aberta University in Portugal.I draw, research, and make software for drawing in spherical perspectives. I programmed Eq A Sketch 360, a serious toy to help you learn spherical perspectives. I also... Read More →


Saturday May 22, 2021 2:00pm - 4:00pm EDT
Innovation Garden Studios iLRN Virtual Campus, powered by Virbela

9:00pm EDT

Guided Virtual Adventure: SpaceX Imagination Station
Platform/environment website:
https://spacexracademy.eventbritestudio.com/154108698265

Tour guide(s)/leader(s): Ms Shewchuk Roxanne, spacexracademy@pm.me,
Space XR Academy, Canada

Tour group capacity: 20

Description: Space XR Academy is a Canadian-based non-profit educational
initiative that aims to demystify some of SpaceX, Tesla, Neuralink and
the Boring Company's accomplishments through the use of Extended Reality
(XR) technologies.


This 55-minute introductory series for the iLRN2021 virtual conference
will introduce 3 themed Mozilla Hubs virtual worlds simply using your
browser or VR headset.


Agenda:

- Space XR Academy platform orientation

Create an account & custom avatar (optional)

- Event introduction by the project designer

- 3 x 15 minute guided virtual world tours

- Contact exchange with other guests (optional)


Target audience sector: Informal and/or lifelong learning.


Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac,
Desktop/laptop - Linux or UNIX, Smartphone - iOS, Smartphone - Android,
Smartphone - Windows, Standalone VR headset - Oculus Quest, Standalone
VR headset - Oculus Go, Mobile VR headset - Samsung Gear VR, Mobile VR
headset - Google Daydream, Any headset not selected or listed that can
run a web XR in a browser


Platform/environment access: Log onto the eventbrite website where you
registered for joining instructions. The adventure is build with Mozilla
Hubs and can be joined directly from link on the eventbrite page.

Presenters
avatar for Roxanne Shewchuk

Roxanne Shewchuk

Space Explorers Academy


Saturday May 22, 2021 9:00pm - 10:00pm EDT
Mozilla Hubs
 
Sunday, May 23
 

11:00am EDT

Guided Virtual Adventure: Is the Amani Ready to Sail Safely?
Platform/environment website
https://www.kitely.com/virtual-world/Bethany-Winslow/Limiland
 
Tour guide(s)/leader(s)
Ms. Winslow, Bethany, bethany.winslow@sjsu.edu, San Jose State University
 
Tour group capacity
25
 
Description
Join a recon mission at Limiland, aboard a full scale cruise ship, in the OpenSim world of Kitely. This guided immersive virtual adventure was developed for cruise ship operations management students at a public university as an extra credit activity. Students who normally have the opportunity to visit a real cruise ship do not have this option during a pandemic. Also, online students have no such option at all. This large virtual cruise ship can be navigated with an avatar by anyone with a free OpenSim account and a free virtual world viewer. The purpose of this activity is to explore how immersive role play, the use of the provided inspector's checklist, and the embedded information in key locations on the ship helps students determine if the Amani is ready to sail in a post pandemic world. In particular, students are on the lookout for three COVID molecules with critical information about the lasting impact on the cruising industry in the areas of health, leadership, and finance.  Educators who attend this guided adventure will be able to see for themselves what desktop virtual worlds offer right now, compared with less accessible experiences designed solely for head mounted display use.
 
Target audience sector
Higher education, The target audience are educators who are interested in exploring and learning more about what different virtual world platforms offer in terms of immersive learning and engagement. This is particularly applicable to educators who want to see for themselves what desktop virtual worlds offers educators right now, compared with experiences designed solely for head-mounted display use.
 
Supported devices
Desktop/laptop - Windows, Desktop/laptop - Mac
 
Platform/environment access
To visit the Kitely virtual world you need a free account (Kitely or OpenSim) and a hypergrid enabled viewer. This is different from the one used to access Second life. (OpenSim worlds are the open-source versions of Second Life, so if you are familiar with SL you won't have any trouble in OS. If you have never used SL or a similar viewer, you will need time to get acquainted with this technology.) See the Google Doc linked below which walks you through how to choose between two options to visit us. You'll also find it has links to videos and other tutorials to help, if needed. https://docs.google.com/document/d/1VMGayNnWzxvzBCiHoya1IlSn3DAGw2UNy7rbrPm7MZg/edit?usp=sharing

Presenters
avatar for Bethany Winslow

Bethany Winslow

Instructional Designer, San Jose State University
Access Showcase contribution


Sunday May 23, 2021 11:00am - 12:00pm EDT
Kitely

1:00pm EDT

Guided Virtual Adventure: Rec Room
Together, we'll explore the narrative potential of multi-user VR when content creation is made accessible to who those have a story to tell, i.e. all of us. The world hopping tour will contain a wide spectrum of storytelling genres and varying levels of interactivity, and we'll discover how these varying levels of agency affect the audience experience.
 
Platform/environment website
https://rec.net/ 
Tour guide(s)/leader(s)
lancegpowelljr.vr@gmail.com

Tour capacity
8

Target audience sector
Higher education, Informal and/or lifelong learning, Artists/ Content Creators
 
Supported devices
Desktop/laptop - Windows, Smartphone - iOS, PC VR headset - Oculus Rift / Rift S, PC VR headset -  HTC Vive/Vive Pro Series/Vive Cosmos Series, PC VR headset - Valve Index, PC VR headset - Windows Mixed Reality, Standalone VR headset - Oculus Quest, Standalone VR headset - Pico Neo/Neo 2/Neo 2 Eye, Standalone VR headset - Pico G2/G2 Pro/G2 4K, Standalone VR headset - HTC Vive Focus/Focus Plus, PSVR
 
Platform/environment access
VR is preferred for the tour. Download the app. Before the tour, it is helpful to learn the 'Play' button, which will allow you to access and search for rooms. Also, you should learn the 'People' button, so you connect to others as 'friends' or 'party' members.  Also, friend me ahead of time in world or on rec.net (Username: LanceJr)


Presenters
avatar for Lance Powell

Lance Powell

CTO, VEDX Solutions
Lance Powell is the Interim CTO of VEDX Solutions, working to bring XR into schools globally. He is also the lecturer of Virtual Worlds at Bahçeşehir University in Istanbul, Turkey. Lance was one of the founding members of the flagship VR First labs in BAU and is an XR Bootcamp... Read More →


Sunday May 23, 2021 1:00pm - 2:00pm EDT
RecRoom

7:30pm EDT

Early Childhood & Developmental Learning - Workshop 1: Discover the Hidden Possibilities of Augmented Reality
Watch the presentation video

Objects are popping off the page and coming into our world! How? This engaging and interactive session will assist you in getting started with and how to create and utilize augmented reality in your classroom and/or remote learning environment.  Resources, examples, as well as ideas on how to integrate this technology into the curriculum will be provided. Get ready to explore all of the possibilities for you and your students!

Presenters
avatar for Christine Danhoff

Christine Danhoff

Technology Integration Specialist, Genoa Area Local Schools
Christine is an experienced educator with over 20 years of experience as a classroom teacher, media specialist, and is currently the Technology Integration Specialist for Genoa Area Local Schools in Genoa, Ohio. She has a passion for helping and training educators how to integrate... Read More →


Sunday May 23, 2021 7:30pm - 8:30pm EDT
Innovation Garden Studios iLRN Virtual Campus, powered by Virbela
 
Monday, May 24
 

7:00am EDT

Early Childhood & Developmental Learning - Oral Presentations 1
MADLearn: An Evidence-based Affordance Framework to Assessing Learning Apps
Christothea Herodotou
The Open University UK, United Kingdom
 
Existing recommendations about how to select or design mobile applications (apps) for learning have been heavily relied on customer and teacher reviews, designer descriptions, and educational theories. There is a lack of evaluation frameworks that are informed by research evidence of how different children interact and use apps. The first version of an evidence-based framework, coined as MAD learn, is presented detailing affordances that hinder or help children’s learning, as emerged from relevant studies. To encourage further studies in the field, not only by researchers but also designers and practitioners, a methodological approach to iteratively assess the affordances of mobile apps is also introduced. This is based on (a) visualising the learning design and learning components of a given app and (b) analysing the screen and audio recordings of children’s interactions with apps. The proposed approach has been tested with 17 children 5-6 years old who interacted with a maths app. The analysis captured patterns of actual usage, including time spent on different activities, completion rates, communication instances, and number and type of mistakes. Insights revealed that certain design affordances, including instructions, feedback, and help-on-demand, were differently perceived by children, in some cases helping learning while, in others, hindering it.
 

Presenters
avatar for Christothea Herodotou

Christothea Herodotou

Associate Professor, The Open University
I am an Associate Professor at the Open University UK, with expertise in the evidence-based design and evaluation of technologies for learning (online platforms, mobile applications, digital games) using mixed-methods research approaches (learning analytics, RCTs, interviews, surveys... Read More →



Monday May 24, 2021 7:00am - 8:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela
  Oral Presentations, Core Track: Early Childhood & Developmental Learning

9:00am EDT

Basic Research & Theory - Oral Presentations 11
Narrative-driven Immersion And Students' Perceptions In An Online Software Programming Course
Mario Madureira Fontes(1), Daniela Pedrosa(2), Tânia Araújo(3), Ceres Morais(4), Aline Costa(5), José Cravino(6), Leonel Morgado(7)
1: Universidade Aberta, Coimbra, Portugal and Pontifícia Universidade Católica de São Paulo; 2: Universidade de Aveiro, CIDTFF, UTAD; 3: Universidade de Aveiro; 4: INESC TEC, Porto, Portugal and Universidade do Estado do Rio Grande do Norte, Mossoró, Brasil; 5: Universidade do Porto e INESC-TEC; 6: CIDTFF, Aveiro, Portugal and University of Trás-os-Montes e Alto Douro, Vila Real, Portugal; 7: INESC TEC, Porto, Portugal and Universidade Aberta, Coimbra, Portugal
Watch the presentation video

Learning software programming is challenging for software engineering students. In this paper, students' engagement in learning software engineering programming is considered under the SimProgramming approach using the OC2-RD2 narrative technique to create an immersive learning context. The objectives of this paper are twofold: presenting a narrative-driven immersive learning approach to introduce software engineering concepts and coding techniques to online undergraduate students; and analyzing the students' feedback on this approach. Thematic analysis of the metacognitive tasks was performed on the students' fortnightly reflections about their learning progress. Content analysis was based on interest categories, students’ perceptions, metacognitive challenges, narratives, examples and aspects to be kept or to be improved. Data from the content analysis were organized into categories, subcategories, indicators, and recording units and their categorization was peer-reviewed. The narratives were considered by the students as interesting, appealing, akin to professional reality and promoting interaction. Most students thought the approach was helpful for learning software programming.


Monday May 24, 2021 9:00am - 10:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

12:00pm EDT

Funders Forum - How to find XR funding!
Funders Forum with Mina Johnson-Glenberg.

Andruid Kerne from the National Science Foundation (NSF)
Marc Ruppel from National Endowment for the Humanities (NEH)
Alana Selkowitz from Unity (Unity for Humanity)
David Sarno from Lighthaus.us

Presenters will speak for approximately 7 – 8 minutes each about their agency and project portfolio as it relates to XR (trends in proposals, projects funded/under way, priorities, etc.). The remaining time will be devoted to open discussion and Q&A.

Presenters
avatar for Mina Johnson-Glenberg

Mina Johnson-Glenberg

President & CEO; Research Professor, Arizona State University, Embodied Games, LLC
Dr. Johnson-Glenberg is a Research Professor at Arizona State University in the Psychology department. She is also an entrepreneur and President of the award-winning learning technology company called Embodied Games, LLC. Her lab (and in the spinout company) create, research, and... Read More →


Monday May 24, 2021 12:00pm - 1:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

6:00pm EDT

Birds of a Feather Session: Electric Vehicles - the new possibilities
"Electric Vehicles - the new possibilities
Kheng Swee Goh; iLRN Social Chair
Tower of Immersive Learning 1: Room2

The possible lifestyle changes with owning a next generation EV. Fewer trips to the dealership? Lower maintenance and fuel costs? ZERO trips to the gas stations?

Monday May 24, 2021 6:00pm - 7:00pm EDT
Tower of Immersive Learning 1, Videoconferencing Room 2

6:00pm EDT

Birds of a Feather Session: Emerging Technologies and Pedagogies in Second Language Learning: Challenges and Opportunities
"Emerging Technologies and Pedagogies in Second Language Learning: Challenges and Opportunities" 
Host: Amany Alkhayat, Colombia Teachers College
Tower of Immersive Learning 1: Room 1

How can teachers adopt XR in teaching second language learning? How can professional development workshops help teachers decide on the right immersive learning tools in a classroom setting and beyond the classroom? Is there a need for a new pedagogical framework? This BOF will provide a platform for exploring and discussing best practices and success stories of using XR in second language learning. In this networking session, we'll explore resources, ideas, techniques, and best practices in immersive language learning.

Monday May 24, 2021 6:00pm - 7:00pm EDT
Tower of Immersive Learning 1, Videoconferencing Room 1

6:00pm EDT

Birds of a Feather Session: Ideas for iLRN2022 &/or iLRN2023? Brainstorm!
Ideas for iLRN2022 &/or iLRN2023? Brainstorm!  
Host: Jonathon Richter; iLRN President/CEO
Tower of Immersive Learning 1: Room3

Should we continue this all online & in VR format next year for the conference? Perhaps we should host regional meetups at different times of year? Help iLRN continue innovating and fixing some of the problems. At this session, we'll brainstorm good ideas, BIG and small for how to improve the Immersive Learning Research Network conference. Coming to this BoF session definitely does NOT mean you have to join an organizing committee... but you might end up wanting to!

Presenters
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network


Monday May 24, 2021 6:00pm - 7:00pm EDT
Tower of Immersive Learning 1, Videoconferencing Room 3

7:30pm EDT

Guided Virtual Adventure: AltSpace VR: Guided Mindfulness Imagery Adventure to Enhance Emotional Wellbeing
During the guided mindfulness practice, participants will be engaging in  listening to the guided imagery practice and will be invited to participate in the mindful breathing, movement, and observation practice. The Guided Mindful Rainbow Practice and the Somewhere Over the Rainbow movement practice will be nourish and cultivate emotional and physical wellbeing in the virtual world and transferable to the physical-real world after the adventure.  The intention of this guided practice adventure is to influence personal wellbeing and contribute to enhancing positive, social connections in the virtual world.

https://account.altvr.com/events/1695949133904347650 

Presenters
RR

Roxann Riskin

Learning Experience Coach & Mindfulness Educator, NOVO Ed


Monday May 24, 2021 7:30pm - 8:30pm EDT
AltSpaceVR

7:30pm EDT

Assessment & Evaulation - Panel Session 1: Assessment in Immersive, Technology-Rich Environments

Diego Zapata-Rivera(1), Madeleine Keehner(1), James C. Lester(2), Seyedahmad Rahimi(3)
1: Educational Testing Service, United States of America; 2: North Carolina State University, United States of America; 3: University of Florida, United States of America

Presenters and topics include:
* Madeleine Keehner (ETS). In the US National Assessment of Educational Progress (NAEP), interactive and technology-rich digitally-based tasks and items are developed in a range of subjects and administered to a large, nationally-representative sample of 4th, 8th, and 12th grade students. In this presentation, Dr. Keehner will discuss some highlights from both research and practice in NAEP, in relation to designing tasks and interactive tools for gathering informative process data, and analyzing the data to derive and report on valid and meaningful inferences about test takers’ cognitive processes.
* Seyedahmad Rahimi (University of Florida). Learning games provide an avenue for assessing learning while it occurs. Physics Playground is a learning game about physics that uses stealth assessment to assess students' physics understanding in real-time. In this talk, Dr. Rahimi will briefly discuss the idea of stealth assessment, demo Physics Playground, talk about PP’s architecture, and share the findings of a recent study that used three versions of PP (i.e., adaptive, linear, and free choice).
* Diego Zapata-Rivera (ETS). Technology-rich environments offer many opportunities and challenges for assessing of complex skills in simulated systems. In this talk, we will talk about personalized, “caring” assessments and learning solutions that gather more information about the educational context, to create assessment experiences that are perceived as positive ones while providing actionable assessment information to support decision-making at various levels.

Presenters
avatar for Diego Zapata-Rivera

Diego Zapata-Rivera

Distinguished Presidential Appointee, Educational Testing Service
Diego Zapata-Rivera is Distinguished Presidential Appointee in the Learning and Assessment Foundations and Innovations (LAFI) Center at Educational Testing Service in Princeton, NJ. He earned a Ph.D. in computer science (with a focus on artificial intelligence in education) from the... Read More →
avatar for Madeleine Keehner

Madeleine Keehner

Director, Research, Educational Testing Service
I work on digital assessment, bringing my cognitive psychology background to bear on the design of interactive tasks and inferences from process data.
avatar for Seyedahmad Rahimi

Seyedahmad Rahimi

Assistant Professor, University of Florida
Seyedahmad Rahimi, Ph.D., is an assistant professor of Educational Technology in the School of Teaching and Learning at the University of Florida. Dr. Rahimi’s research focuses on assessing and fostering students’ 21st-century skills (focusing on creativity) and STEM-related knowledge... Read More →


Monday May 24, 2021 7:30pm - 8:30pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

8:30pm EDT

Assessment & Evaulation - Panel Session 2: Quality of Education in Virtual Reality Rubric (QUIVRR)
Quality of Education in Virtual Reality Rubric (QUIVRR)
Mina Johnson-Glenberg
Arizona State University and Embodied Games, United States of America
 
As more educational content is being ported to, and designed for, multidimensional VR devices, designers should create content that takes advantage of what VR does well, and this requires a reconceptualization beyond how the 2D content was created. Additionally, instructors and educators who are trying to decide which content to purchase need to be savvy consumers. This concise 22 item rubric has been created to serve both audiences, i.e., to aid educators in decision-making and to aid content designers by serving as a type of checklist for the activities and constructs that should be present in their educational VR content.

Presenters
avatar for Mina Johnson-Glenberg

Mina Johnson-Glenberg

President & CEO; Research Professor, Arizona State University, Embodied Games, LLC
Dr. Johnson-Glenberg is a Research Professor at Arizona State University in the Psychology department. She is also an entrepreneur and President of the award-winning learning technology company called Embodied Games, LLC. Her lab (and in the spinout company) create, research, and... Read More →


Monday May 24, 2021 8:30pm - 9:30pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela
 
Tuesday, May 25
 

7:00am EDT

Assessment & Evaluation - Oral Presentations 1
Presentations
 
An Academic Conference In Virtual Reality? – Evaluation Of A SocialVR Conference
Miriam Mulders(1), Raphael Zender(2)
1: University of Duisburg Essen, Germany; 2: University of Potsdam, Germany
Watch the presentation video​​​

One of the first academic conferences in head-mounted display (HMD)-based Social Virtual Reality (SocialVR) was realized. The conference aims to support knowledge acquisition and informal exchange regarding the technology SocialVR itself and the use of Virtual and Augmented Reality technologies (VR/AR) in vocational education. The paper presents results of an explorative study of 75 conference participants. Results indicate that SocialVR is generally suited to host an academic conference. In some areas, it seems inferior or equivalent to other digital formats or face-to-face events. In other areas, it offers added value. Further research is needed to take advantage of these positive effects.
 
 
Evaluation Design Methodology for an AR App for English Literacy Skills
Jennifer Tiede(1), Farzin Matin(2), Rita Treacy(3), Silke Grafe(1), Eleni Mangina(2)
1: University of Würzburg, Germany; 2: University College Dublin, Ireland; 3: Wordsworthlearning, Ireland
Watch the presentation video​​​

Augmented Reality (AR) is a powerful tool for supporting students’ learning processes, but sound research findings regarding the systematic evaluation of AR-enhanced teaching and learning processes are scarce especially with regards to literacy attainment. Hence, against the background of a systematic literature review the evaluation approach in the European H2020 ARETE project is introduced. The effects of Augmented Reality (AR) on fourth to sixth grade primary school students’ literacy skills acquisition are assessed. The evaluation approach has been designed systematically to respond to important research desiderata such as the development of multimethod and multi-perspective evaluation approaches combining different target groups and measurements. The aim of this paper is the design clarification and the provision of the research desideratum of evaluation design and metrics that are suitable for systematically assessing students’ literacy attainment when utilising AR.
 
 
Using Support Vector Machine on EEG Signals for College Students' Immersive Learning Evaluation
Boxin Wan(1,2), Wenshan Huang(1), Ludi Bai(1,2), Junqi Guo(1,2)
1: School of Artificial Intelligence,Beijing Normal University, Beijing, China; 2: Center for Big Data Mining & Knowledge Engineering,Beijing Normal University, Beijing, China
Watch the presentation video​​​

Conventional methods such as questionnaires and scales to evaluate learners’ learning immersion are influenced by individuals’ subjective factors. The non-synchronism between the learning state and after-learning investigation also reduces the accuracy. We propose a new method to evaluate learners’ learning immersion based on electroencephalogram (EEG) and support vector machine (SVM). We construct 2 learning scenarios to induce immersive senses: VR video learning for high-level immersion and online English word learning for low-level immersion. To distinguish two immersion levels, students' EEGs are collected. After entering their attention score, relaxation score, the synchronization rate between the 2 scores, high alpha and low beta wave into SVM model, the precision accuracy reaches 87.80%. Taken the classified results and the participants’ self-reports together, we find VR devices can create a more immersive environment which improves learners’ learning effect. Our findings provide evidence supporting the feasibility of predicting learning immersion levels by physiological recordings.

Presenters
avatar for Silke Grafe

Silke Grafe

Professor, University of Würzburg
avatar for Raphael Zender

Raphael Zender

University of Potsdam
I am a computer science researcher at the University of Potsdam with an interdisciplinary focus on teaching and learning with virtual and augmented reality (VR/AR) technologies. I lead the VR/AR-related research projects at the Chair of Complex Multimedia Application Architectures... Read More →
avatar for Boxin Wan

Boxin Wan

Beijing Normal University
avatar for Miriam Mulders

Miriam Mulders

Research Assistant, University of Duisburg Essen
Hey, my name is Miriam Mulders. I am a research assistant at the Learning Lab/University of Duisburg-Essen/Germany. I am involved in teaching and learning in VR, for example in training as a vehicle painter.
avatar for Jennifer Tiede

Jennifer Tiede

Research Fellow, University of Würzburg
I specialize in research on media-related educational competencies of preservice teachers and teacher educators, in the benefits and challenges of AR and VR in education, and in the evaluation of pedagogical interventions on an international level. I am also strongly interested in... Read More →


Tuesday May 25, 2021 7:00am - 8:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

8:00am EDT

Assessment & Evaluation - Oral Presentations 2
Presentations

Engagement in In-Game Questionnaires - Perspectives from Users and Experts
Alexander Steinmaurer, Martin Sackl, Christian Gütl
Graz University of Technology, Austria
Watch the presentation video

Questionnaires are important instruments to gather information from people in a wide range of application scenarios, such as analyzing the responses for evaluations, collecting preferences, or retrieving self-estimations in learning settings. However, based on the setting and design of a questionnaire participating can be boring or frustrating and consequently have a negative impact on results or disengage users. Literature reports negative findings in immersive simulations and learning games, where assessment and questionnaires are provided outside the learning experience. In this paper, we introduce an approach to integrate questionnaires into a game environment. Thereby, we want to provide learners with an engaging way to answer questions. To encourage them in participating, they receive rewards for completing questions. We performed two evaluations, an A/B study with 22 participants and an evaluation with 14 experts in subject-related fields. We could show that learners are more engaged in the in-game questionnaire and integrated questions make them more likely to respond. We could also identify strategies to obtain more reliable responses such as asking questions right after a task or including gamification elements. Findings can contribute to design more engaging applications or learning environments where evaluation and feedback have significance for both educators and learners.

Presenters
avatar for Alexander Steinmaurer

Alexander Steinmaurer

University Assistant & PhD Student, Graz University of Technology


Tuesday May 25, 2021 8:00am - 9:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

8:00am EDT

WebXR Developers Summit Watch Party

Presenters
avatar for Karen Alexander

Karen Alexander

Co-Founder & Executive Director, XR Women
avatar for Julie Smithson

Julie Smithson

Chief Education & Learning Officer, MetaVRse



Tuesday May 25, 2021 8:00am - 5:00pm EDT
XR Women Hall iLRN Virtual Campus, powered by Virbela

12:00pm EDT

Presenter Rehearsal
Greetings! We will meet briefly at the Welcome Area and then head to Circle of Scholars Assembly Hall.

Heather will demonstration the presentation capabilities of the Virtual Campus, customized to the presentation needs of the audience.

Shh...don't tell anyone that this is actual immersive learning.

Presenters
avatar for Heather Dodds

Heather Dodds

Chief Operating Officer, Immersive Learning Research Network
Chief Operating Officer at the Immersive Learning Research NetworkID and UX in VRFollower of JesusExperienced virtual team leader with a servant leadership philosophyCompassionate & enthusiastic research design advocateVR, VW, XR researcher and designerProblem-solver with empathetic... Read More →


Tuesday May 25, 2021 12:00pm - 1:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

5:00pm EDT

K-12 STEM Workshop: Extended Educational Realities – Virtual and Augmented Reality Showcases Engaging Remote School Communities
Extended Educational Realities — Virtual and Augmented Reality Showcases Engaging Remote School Communities
Ian Fairhurst, Sue Floro
Knox Grammar Preparatory School, Australia
Watch the presentation video

Our primary technology framework has a driving vision that students learn to recognise the power that they, as an individual, possess to enact change in the world. Students investigate real-world scenarios where small changes at a local level create big impacts at a global level (Think Global, Act Local).
Learn about a diverse range of technical solutions for engaging the whole school community through a range of web-accessible platforms. Explore immersive and interactive learning experiences, virtual reality coding, WebXR platforms and augmented reality tools for showcasing student-generated solutions through whole-school inquiry frameworks.
This presentation will look at how students can use virtual and augmented reality through online and mobile platforms to transform the physical learning experience, showcase their understanding and retell events as part of an individualised learning journey.
See how to implement VR, AR and XR into a primary classroom environment while promoting student inquiry and providing quality feedback.
With the global focus on authentic synchronous and asynchronous experiences for all members of educational communities there has come a new era of immersive and experiential learning platforms which are accessible to all learners from Pre-Kindergarten through to University and beyond.
Web XR Platforms such as FrameVR.io and Virtual Reality coding applications such as CoSpaces are powerful yet lower barrier entry platforms for learners at any stage of education.
The session will demonstrate the deep use of these technologies through a structured primary years inquiry learning framework.

Workshop resource Site
https://sites.google.com/knox.nsw.edu.au/knoxpreppresentations/presentations/extended-educational-realities

WebXR Platform - Live and Synchronous (Student Guides)
https://framevr.io/knoxpreppresentations#arrivalspot
 
WebXR Platform - Single User Mode (Self Explore)
https://framevr.io/promotingstudentagency

Presenters
avatar for Ian Fairhurst

Ian Fairhurst

Team Leader of Innovation and Technology, Knox Grammar Preparatory School
As Team Leader of Innovation and Technology, Ian is currently responsible for leading and supporting both staff and students in the immersive use of digital and design technologies embedded within innovative learning experiences. Ian has presented at Innovation and Technology conferences... Read More →
SF

Sue Floro

Head of Prep, Knox Grammar Preparatory School


Tuesday May 25, 2021 5:00pm - 7:00pm EDT
Innovation Garden Studios iLRN Virtual Campus, powered by Virbela
 
Wednesday, May 26
 

6:00am EDT

Guided Virtual Adventure: VEDS - Virtual Experience Design Space
The Virtual Experience Design Space (VEDS) is an ever-evolving space in Mozilla Hubs to help vlearning practioners and stakeholders think through the key design elements of a virtual experience whilst being in a virtual environment. The space takes a number of different design tools and allows users to use them as a basis for discussion, with users accessing the space from their WebXR compatible browser of VR headset. The space currently includes 4 different design tools: a dichotomies space (where you can rank different features - such as linear/freeform or synchronous/asynchronous - against a variety of different design factors - such as cost, importance, time, risk), Sara de Freitas's 4D framework for vLearning design, Bob Stone's 3 Fidelities model and Bybee's 5E eLearning design model. Hubs has its own set of generic collaboration tools which can be used alongside these models, and a few useful extra elements are provided. The session will guide participants through the different models and how to use them in the design of immersive 3D experiences. The space is on 24/7 public access and participants (and all iLRN delegates) are free to use the space afterwards in their own activities.

https://dadenblog.blogspot.com/2021/02/introducing-veds-mozilla-hubs-based.html 

Presenters
avatar for David Burden

David Burden

Principal Consultant, Daden Limited
Working in 3D immersive environments since 1996.


Wednesday May 26, 2021 6:00am - 7:00am EDT
Mozilla Hubs

7:00am EDT

Special Track on Self and Co-regulated Learning with Immersive Learning Environments (SCILE) - Oral Presentations 1
Presentations
 
Supporting Teachers' SRL Beliefs and Practices with Immersive Learning Environments: Evidence from a Unique Simulations-Based Program
Orna Heaysman, Bracha Kramarski
Bar Ilan University, Israel
Watch the presentation video
 
Empirical evidence indicates that, as a result of teachers' belief systems and the absence of an SRL development for teaching practice, teachers are challenged by the adoption of SRL in learning and teaching. This study explored a support program for SRL through quasi-experimental design to encourage aspects of SRL (planning, monitoring, evaluation) stimulated in a unique immersive simulation learning environment. Participants were 72 primary school teachers assigned to experimental or control groups. Results show that the teachers from the experimental group have shifted their beliefs towards autonomous learning and used more SRL in lesson planning and teaching reflections
 
 
Exploring the Real-Time Touchless Hand Interaction and Intelligent Agents in Augmented Reality Learning Applications
Muhammad Zahid Iqbal(1), Eleni Mangina(2), ‪Abraham G. Campbell(3)
1: School of Computer Science, University College Dublin, Ireland; 2: School of Computer Science, University College Dublin, Ireland; 3: School of Computer Science, University College Dublin, Ireland
Watch the presentation video​​​

During the last decade, there has been a surge in research studies exploring the adoption of Augmented Reality (AR) in educational settings. Within these multiple research studies, AR's capability to extend the teaching and learning environment with augmented 3D learning objects with enhanced interactive capabilities have been demonstrated. This new technology has not been widely adopted in the mainstream but with the recent unprecedented circumstances of COVID-19, there has been an increasing societal willingness to adopt these technologies. AR has been a desirable technology due to its inherent touchless nature which facilitates social distancing at this time but AR applications crucially offer so much more. They can provide interactive functionality through augmentation of the teaching and learning environment within an immersive user experience including 3D interactions with learning objects, gestures, hand interaction, tangible and multi-modal interaction.
This paper presents the results of a review of touchless interaction studies in educational applications and proposes the implementation of real-time touchless hand interaction within kinesthetic learning and utilization of machine learning agents. The architecture of two AR applications with real-time hand interaction and machine learning agents are demonstrated within this paper enabling engaged kinesthetic learning as an alternative learning interface.

Visualizing The Collaborative Problem Solving Process In An Immersive Cross Platform Game
Meredith Thompson, Cigdem Uz Bilgin, Rik Eberhart, Lucy Cho, Melat Anteneh, Eric Klopfer
MIT, United States of America
Watch the presentation video​​​

This study explores how players engage in problem solving during a cross-platform collaborative game. Players took on one of two roles: an Explorer in virtual reality head mounted display and a Navigator using a tablet. Videos of 40 minute game play sessions for 8 pairs of players were transcribed and examined for patterns of game play based on stages of collaborative problem solving (CPS) developed by Fiore et al (2017). Players’ discussion during gameplay was analyzed and visualized through Epistemic Network Analysis. Results suggested that players engaged in two way communication using biology terms throughout the game, and that communication styles were linked to roles. After initial orientation, players moved through multiple cycles of cluefinding and discussion that followed similar patterns even in groups with different knowledge levels. These results suggest that collaborative problem solving can be initiated through roles in a serious game and documented through participants’ conversation during a serious game. Future research will focus on whether the game can be used to learn, practice, and improve players’ CPS skills

Presenters
avatar for Meredith Thompson

Meredith Thompson

Research Scientist and Instructor, Massachusetts Institute of Technology
collaboration, virtual reality, STEM and STEAM education, K12 education, teacher preparation, experiential learning
OH

Orna Heaysman

Bar-Ilan University
I am a Ph.D. candidate at Bar Ilan University, Israel. My research, guided by prof. Bracha Kramarski, is about nurturing self-regulated learning and among primary school teachers and students.
avatar for Muhammad Zahid Iqbal

Muhammad Zahid Iqbal

PhD Researcher, University College Dublin
I am a PhD Researcher at University College Dublin, Ireland. My area of interest is Human-Computer Interaction, Augmented reality with touchless interaction technologies, Artificial intelligence and machine learning agents for STEM education. I am also a fellow of the Heidelberg Laureate... Read More →


Wednesday May 26, 2021 7:00am - 8:30am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

8:30am EDT

K-12 STEM Education - Oral Presentations 6
Presentations

Pangaea Minds: A global approach to K-12 Education
Peta Estens
Pangaea Minds, Australia
Watch the presentation video

Our special presenting examines how the education system struggles to support students to develop 21st century skills, global awareness, teamwork, communication and collaboration. Schools operate as silos- Global borders were closed for schools long before the pandemic. Exchanges too have ceased. Teachers and students are suffering Moodle and Zoom fatigue. Globally, many students and teachers don’t have access to quality training and support. There is a disparity in the standard of education delivery. Innovation is paralysed by governing bureaucratic systems. Education needs to reframe the curriculum to empower students to thrive in the Web 4.0 and Society 5.0 age. Pangaea Minds is engaged with global organisations such as the OECD, UNESCO and Amnesty International’s urgent appeal for education reform and we are a pathway for schools to respond. We are the how to reform at the grass-roots level. We are committed to supporting schools to evolve and be relevant for the future. We provide a pathway for schools to network globally through immersive virtual worlds to collaboratively deliver identified 21st century skills. Pangaea Minds affiliated schools combat zoom fatigue through using avatars for activity-based problem-solving and play. We offer K-12 students ongoing cross-cultural experiences, eSports teams and global team-teaching and project-based learning. Pangaea Minds support teacher-training to equip the next generation with the attitude and aptitude for true global citizenship. Pangaea Minds is excited to be facilitating the 2021 International Youth Research Competition, an action-research project whereby global teams of students will respond to United Nations Sustainable Development Goals. Our Practitioner special session will share the findings of this unique and forward-thinking project and invite K-12 Educators to join the Pangaea Minds venture.


Global Commemorations through FRAME VR
Nely Daher, Hamish Oates
Knox Gramar Preparatory School, Australia
Watch the presentation video

The Year 3 cohort at Knox Grammar Preparatory School have transitioned their inquiry learning process of Global Commemorations into an interactive virtual environment through the use of FRAME VR. Whilst maintaining our focus on inquiry learning and facilitating student development across the Australian Curriculum (ACARA) general capabilities, we have been able to extend our students critical and creative thinking by providing new and exciting means to enhance their reasoning and communication skills whilst increasing the level of positive ICT engagement through an immersive virtual learning experience.
From hand drawn posters and written essays to powerpoint presentations accompanied by a two minute oral presentation, our Year 3 students are now uploading inquiry research tasks designed on Google Slides, to a VR environment created collaboratively on FRAME VR. Students are immersed in a virtual learning space where they walk through moments in time, revisiting rich history where they can integrate their research into these environments. Utilising FRAME VR, we are able to provide equal opportunities for students to create a spatial presentation for their work, with the freedom to display it in differentiated forms. Oral presentations, video recordings and 3D models can be consolidated into one space.
Virtual learning environments are shared with the parent community at the closure of a particular unit of inquiry. By sharing a safe link, parents are granted easy access to their child’s virtual learning world. Our vision is to create an ongoing e-portfolio of individual student work using this platform. It will grow as presentations are added and stored onto customised virtual FRAME’s in a child safe and non-invasive manner. By nurturing the inquiry learning process, we are collectively instilling a creative outlook in students through an extended reality environment that will be utilised to engage the whole school community.

Presenters
avatar for Nely Daher

Nely Daher

Educator, Knox Grammar Preparatory School
Primary School Educator, passionate about facilitating student agency through various immersive learning platforms, determined to provide students with opportunities to engage in 21st century skills required to succeed in the VUCA world we are a part of.
avatar for Hamish Oates

Hamish Oates

Year 3 Team Leader, Knox Grammar Preparatory School
A passionate educator with a focus on empathy, STEAM and inquiry learning. As Team Leader of Year 3 at Knox Grammar Preparatory School, it is my responsibility to ensure that our students are altruistic and equipped with 21st Century skills to succeed in what could be the next industrial... Read More →
avatar for Peta Estens

Peta Estens

Founder and Director, Pangaea Minds


Wednesday May 26, 2021 8:30am - 10:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela
  Oral Presentations, Core Track: K-12 STEM Education

11:30am EDT

XR Women: AFRICAN WOMEN IN XR ACROSS THE INDUSTRIES
AFRICAN WOMEN IN XR ACROSS THE INDUSTRIES: Moderated by Nyambura Waruingi.

Panelists:

Tulanana Bohela (Tanzania):  Focus on AR and interactive media use 
Wanjiru Ng'ang'a (Kenya): Focus on her work with fashion and tech 
Kume Chibsa (Ethiopia): Focus on Blockchain and disruption within agriculture and transportation, including hackathons 
Melisa Allela (Kenya): Lecturer at the Technical University of Kenya and teaches digital media;  Focus on pedagogy in the XR space






Session Chairs
avatar for Karen Alexander

Karen Alexander

Co-Founder & Executive Director, XR Women
avatar for Julie Smithson

Julie Smithson

Chief Education & Learning Officer, MetaVRse

Wednesday May 26, 2021 11:30am - 1:30pm EDT
XR Women Hall iLRN Virtual Campus, powered by Virbela

1:30pm EDT

Guided Virtual Adventure: Modest Tree Xplorer: Turn Your Curriculum into An XR Experience
https://youtu.be/COhgjuPg774

With robust and intuitive features, Xplorer puts the power to create interactive XR presentations back into the hands of the subject matter experts - you. By allowing you to apply simple, drag-and-drop features to your own content, Xplorer enables you to build visually stunning, interactive, and highly engaging presentations for any platform, simply, quickly, cost-effectively, and with minimal time-to-field. In this guided tour, you'll enter an Xplorer lesson from your own device where you can fully engage and interact within the environment while we walk you through the XR presentation creation process and demonstrate the benefits and learning outcomes.   Please download the Xplorer app, register your email address, and verify your email prior to the start of each session.

https://www.xplorer.studio 

Presenters
avatar for Laura Bohnert

Laura Bohnert

Director of Public Relations and Marketing, Modest Tree
As the director of PR and Marketing at Modest Tree, I regularly engage in industry and public discussions, as well as research initiatives, regarding the impact of immersive technologies. A former instructor and PhD Candidate, I am excited to chat about the potential impact XR will... Read More →


Wednesday May 26, 2021 1:30pm - 2:30pm EDT
Modest Tree

4:00pm EDT

Presenter Rehearsal
Greetings! We will meet briefly at the Welcome Area and then head to Circle of Scholars Assembly Hall.

Heather will demonstration the presentation capabilities of the Virtual Campus, customized to the presentation needs of the audience.

Shh...don't tell anyone that this is actual immersive learning.

Presenters
avatar for Heather Dodds

Heather Dodds

Chief Operating Officer, Immersive Learning Research Network
Chief Operating Officer at the Immersive Learning Research NetworkID and UX in VRFollower of JesusExperienced virtual team leader with a servant leadership philosophyCompassionate & enthusiastic research design advocateVR, VW, XR researcher and designerProblem-solver with empathetic... Read More →


Wednesday May 26, 2021 4:00pm - 5:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

6:00pm EDT

Immersive Learning Project Showcase Reception and Awards
Meet FIRST on the iLRN Virtual Campus, Tower of Immersive Learning 2 lobby
THEN enter the galleries... and hop into the Frame VR showcase exemplars!


The Immersive Learning Project Showcase & Competition is an opportunity for academics, students, professionals, and institutions/ organizations to gain widespread exposure and acclaim for their innovative work in developing VR/AR/MR (XR) and immersive experiences that support learning in a range of sectors and contexts, as well as to have the work considered for inclusion in the Collection of Exemplars being developed as part of The State of XR and Immersive Learning project.

Project titles:
(1) VR Inclusive Design for Participants with Autism Spectrum Disorder
(2) The Virtual Viking Longship Project: A Study in the Future of Liberal Arts Teaching and Research
(3) Singularity: data ethics, AR, and ballet for the computing classroom
(4) Under the Skin
(5) Pangaea Minds
(6) VrUTPL Virtual Reality 3D
(7) Designing in VR for VR
(8) W.O.R.K. (Worked out example for recursive task)
(9) V-SENSE Immersive Learning Project
(10) Beyond Zoom XR: A Comparison of VR Social Hours
(11) Creativity, Engagement and Innovation in Immersive Worlds
(12) Educator-Driven Exploration, Development, and Evaluation of Multiple Virtual Environments
(13) Virtual Makerspaces: Merging AR/VR/MR to Enable Remote Collaborations in Physical Maker Activities
(14) The Development of Virtual Reality Simulation for the Culture Competence in Nursing education
(15) Great Paintings in Virtual Reality
(16) HoloSpeaker: Augmented Reality Electromagnetic Speaker
(17) Immersive Oceans & Forests with Spatial Learning Missions
(18) The Art of Music with 5 Senses in XR in Education

Presenters
avatar for Maya Georgieva

Maya Georgieva

Director, Education Futures / XReality Center, The New School
Maya Georgieva is a futurist, XR strategist, immersive storyteller, producer, and a sought-after keynote speaker on the future of Immersive Learning and Innovation in creative industries. As the Director of Education Futures and the XReality Center at the New School, Maya provides... Read More →


Wednesday May 26, 2021 6:00pm - 8:00pm EDT
Tower of Immersive Learning 2 iLRN Virtual Campus powered by Virbela
 
Thursday, May 27
 

7:00am EDT

Language, Culture, & Heritage - Panel Session 2: Pluriversal Design Transitions for Higher Education Motivated by COVID-19
Pluriversal Design Transitions for Higher Education Motivated by COVID-19
Lupita Guillen Mandujano(1), Erdas Kuruc(2), Jun-Li Lu(3), Paola Sanoni(4), Xanat Vargas Meza(3)
1: Universidad Autonoma Metropolitana, Campus Xochimilco, Mexico; 2: Eastern Mediterranean University, Cyprus; 3: University of Tsukuba, Japan; 4: Kyoto University, Japan
 
This panel seeks to overview how immersive learning technologies can be used for Higher Education (HE) in several non-westernized contexts amid the COVID-19 pandemic. Through the outline of pluriversal design combined with design transitions, we aim to explore how a world containing many coexisting worlds can resurge from the present educational challenges and become a fairer, sustainable place for everyone.

Presenters
LG

Lupita Guillen Mandujano

Universidad Autonoma Metropolitana, Campus Xochimilco
avatar for Xanat Vargas Meza

Xanat Vargas Meza

Assistant Professor, University of Tsukuba
avatar for Erdas Kuruc

Erdas Kuruc

Senior Instructor/ Faculty member, Eastern Mediterranean University
PS

Paola Sanoni

Senior Lecturer, Kyoto University
JL

Jun-Li Lu

University of Tsukuba



Thursday May 27, 2021 7:00am - 8:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

10:00am EDT

iLRN Colombia and Ecuador Chapters' Showcase
Introduction
● Introduction to the Chapter ILRN Colombia chapter. Jorge Bacca, Konrad Lorenz University
● Introduction to the Chapter ILRN Ecuador chapter. Jennifer Samaniego, Universidad Técnica Particular de Loja
● Introduction to XR Latam. Juan M. Escobar

Lab Presentations (en inglés: Presentación de Laboratorios)

● Colivri, Co-Laboratory in Interaction, Visualization, Robotics and Autonomous Systems (Uniandes). Pablo Figueroa, Uniandes
● LIRMM Lab, Advanse team. Nancy Rodriguez
● Interactivity Lab. Jorge Bacca, Konrad Lorenz University
● XRLab Extended Reality Development Laboratory - UCACUE - PhD. Pedro Martínez
● XR-Lab A look at the education of the future UTPL - Mgtr. Martha Agila
● Les Danse Extatiques. PhD. Andres Burbano ● EAFIT

Presenters
avatar for Pablo Figueroa

Pablo Figueroa

Associate Professor, Universidad de los Ande
NR

Nancy Rodriguez

Assistant Professor, LIRMM - Univ Montpellier
AB

Andres Burbano

Director, CANVAR
Ph.D. in 3D image processing and embedded systems, Artist and researcher interested in 3D imaging, IoT, 360° media, A.I. and web XR programming.Director and founder of the french digital artists association CANVAR which is part of the VA/AR French chapter; Co-founder of the South... Read More →
avatar for Jorge Luis Bacca Acosta

Jorge Luis Bacca Acosta

Professor and Researcher, Fundación Universitaria Konrad Lorenz
I am associate professor and researcher at the Konrad Lorenz University in Colombia. I do research in the field of augmented reality and virtual reality in education.



Thursday May 27, 2021 10:00am - 12:30pm EDT
Colombia and Ecuador Conference Hall

11:30am EDT

Special Track on Digital Sovereignty in Immersive Education
Digital Sovereignty has become a key phrase in Europe’s approach to the ever-continuing advances in digital technology. There are several goals that are connected with the concept of digital sovereignty:
  1. To find a “third way” between the U.S. approach of libertarian data capitalism (or “surveillance capitalism” [1]) and the approach of authoritarian states that seek total control over the actions of their citizens in the digital sphere;
  2. To safeguard fundamental rights, principles, and values in a globalized and digitized environment;
  3. To strengthen economies and make them competitive in the 21st century;
  4. To establish alternatives to established digital services and products, and thus ensure autonomy and freedom of choice;
  5. To safeguard personal and professional secrets in the context of digital communication and the use of digital services and products.
Acknowledging the need for digital sovereignty also acknowledges the fact that Europe and other regions have fallen behind in matters of digitization—whether related to industry, services, or education. Achieving the goals that have been outlined above require very different approaches in very different areas—ranging from economic promotion to the enactment of new laws.

One such approach that aims at digital sovereignty at the level of the Internet infrastructure is the establishment of an independent and open web index. A web index plays a fundamental role for the effective use of the Internet. In the western world, the field of Internet search is clearly dominated by Google which operates its own web index. The only alternative web index is maintained by Microsoft for its own search engine Bing. In Russia and China respectively, Yandex and Baidu operate localised web indexes. Breaking a monopoly like Google’s requires alternative search engines. However, in the current environment, such search engines still need to base their operation on one of the existing web indexes. Creating and maintaining a new web index is very costly and thus usually not a valid option for an emerging search provider.

The solution to this dilemma might be an open and collaborative web index, where resources across Europe are pooled to create a web index that can serve as a basis for search engine operators to establish services independently from the existing monopoly and without the need to adhere to pre-dictated terms of use. This idea will serve as an introductory example to this special track on digital sovereignty.

With regard to educational purposes, the need for an independent and objective source of educational resources is evident. Hence it is necessary to establish platforms and educational services that are easy to access and use. In particular, innovative technologies such as immersive environments, XR, etc. are not only drivers and enablers, but usually also associated with business models that do not promote digital sovereignty (on the contrary). Therefore, this topic should be highlighted within the research network for immersive learning, in order to connect the pioneers in education with experts in legal frameworks.

However, ensuring digital sovereignty is by no means limited to technological aspects. Digital sovereignty can also mean to enable the state and its legislators to maintain (or regain) the power of the law to shape social interactions and to provide protection from infringements of fundamental and other rights. This power has significantly been diminished in our modern digitized world.

  • Presentation by Adam Gordon, CEO, Plump.one
  • Presentation by Christian Geminn ; Managing Director of the Project Group Constitutionally Compatible Technology Design (provet) at University of Kassel
  • Panel Discussion with:
  • Adam Gordon, CEO, Plump.one
  • Christian Geminn,  Managing Director of the Project Group Constitutionally Compatible Technology Design (provet)
  • Olivia Tambou, Associate Professor at Paris-Dauphine University
  • Daphne Economou, Professor, University of Westminster
  • Patrick O’Shea is Professor, Appalachian State University
  • Moderation: Kai Erenli, VP Legal iLRN


Presenters
avatar for Kai Erenli

Kai Erenli

Vice President for Legal & Compliance and iLRN 2021 General Co-Chair, Immersive Learning Research Network


Thursday May 27, 2021 11:30am - 1:30pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

1:30pm EDT

Special Track on DSIE Featured Panel: Designing Inclusive Digital Experiences and Creating Equitable Spaces for Historically Marginalized Populations
Join us for an in-depth discussion on developing a blueprint for designing inclusive and accessible digital experiences while creating equitable spaces in XR for historically marginalized populations. The panelists will provide valuable insight on formulating foundational standards for immersive technologies, curating global collaborative relationships, creating continuous innovation, and maintaining a strategic mindset while inspiring ongoing initiatives that further promote and engage authentic experiences for diverse stakeholders in the XR ecosystem. 
PANELISTS:
Alina Kadlubsky - Lead Strategist, CyberXR Coalition
Janey Laney - Advisor, CyberXR Coalition
Zakaria Jaiathe - Advisor, CyberXR Coalition
April Boyd-Noronha - President, CyberXR Coalition

Keynote & Plenary Speakers
avatar for April Boyd-Noronha

April Boyd-Noronha

President, The CyberXR Coalition
April has over 20 years of experience in academia and advanced technologies as a thought leader and advisor on operational excellence, business transformation, and customer experience primarily centered on emerging trends and the future of work at the intersection of diversity, equity... Read More →


Thursday May 27, 2021 1:30pm - 2:30pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

2:30pm EDT

Presenter Rehearsal
Greetings! We will meet briefly at the Welcome Area and then head to Circle of Scholars Assembly Hall.

Heather will demonstration the presentation capabilities of the Virtual Campus, customized to the presentation needs of the audience.

Shh...don't tell anyone that this is actual immersive learning.

Presenters
avatar for Heather Dodds

Heather Dodds

Chief Operating Officer, Immersive Learning Research Network
Chief Operating Officer at the Immersive Learning Research NetworkID and UX in VRFollower of JesusExperienced virtual team leader with a servant leadership philosophyCompassionate & enthusiastic research design advocateVR, VW, XR researcher and designerProblem-solver with empathetic... Read More →


Thursday May 27, 2021 2:30pm - 3:30pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

3:00pm EDT

Speed Networking
Come to iLRN's Speed Networking events to meet a lot of colleagues and expand your personal network in Immersive Learning quickly! Join us in the Innovation Gardens on the iLRN Virtual Campus and follow the lead of your facilitator and you'll have so much fun and meet so many astonishingly great people!

Thursday May 27, 2021 3:00pm - 4:00pm EDT
Innovation Garden Studios iLRN Virtual Campus, powered by Virbela

6:00pm EDT

Featured Speaker Lisa Dawley: Creating Teen and Teacher Access to Social Good Innovation
Social good innovation builds strong communities and economies. Yet, a major question driving our work is how does innovation happen and who becomes an innovator? There are estimated millions of "lost Einsteins," those students who have the potential to become innovators, yet don't have access to innovation culture. Access to innovation culture can be influenced by gender, geographic location, socio-economic status, and race. We'll share our work to break down the access barriers and develop thousands of teen and teacher changemakers around the globe. Implications for XR virtual exchanges will be shared.

LISA DAWLEY, PH.D.
EXECUTIVE DIRECTOR, THE JACOBS INSTITUTE FOR INNOVATION IN EDUCATION, UNIVERSITY OF SAN DIEGO
With over 25 years of experience in educational technology and innovation, Dr. Lisa Dawley provides leadership in the award-winning research, design and entrepreneurship of innovative learning technologies and organizations. Dr. Dawley is Executive Director of the Jacobs Institute for Innovation in Education at the University of San Diego and co-inventor of Pactful, an app to support social good innovation with teens. Dr. Dawley created the Rezzly quest-based learning platform, Teen GameLab, and EDTECH Island, an immersive simulation supporting international teacher education. Dr. Dawley was co-author of the Going Virtual! research series studying professional development for K-12 online teachers. She received a Top 20 Bestselling Books Award for her text, The Tools for Successful Online Teaching, and she was an invited research fellow at Stanford’s Center for Advanced Study in the Behavioral Sciences.

Presenters
LD

Lisa Dawley

Executive Director, The Jacobs Institute for Innovation in Education



Thursday May 27, 2021 6:00pm - 7:00pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

7:30pm EDT

Featured Plenary Speaker: Immersive XR for Pandemic with Kurt Squire
Kurt Squire with Max Collins and Haizhou Liu

This project builds on a presentation last year, which defined key trends emerging from games in the pandemic, including an affluent schooling infrastructure, a need for co-presence, and the need for emotional security. The presentation presents 3 prototypes of projects designed to address these needs and reports preliminary results.


Presenters
avatar for Kurt Squire

Kurt Squire

Professor of Informatics, University of California, Irvine
Kurt Squire is a Professor of Informatics at UC, Irvine. His research interest is in making learning meaningful and engaging with technologies, drawing from video games. He is former co-director of the Games + Learning + Society Center, where he led a team of 50+ developers, academics... Read More →



Thursday May 27, 2021 7:30pm - 8:00pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

7:30pm EDT

Guided Virtual Adventure: AltSpace VR: Guided Mindfulness Imagery Adventure to Enhance Emotional Wellbeing
https://www.eventbrite.com/e/ilrn-tour-a-guided-environmental-mindfulness-wellbeing-practice-tickets-156106961123

During the guided mindfulness practice, participants will be engaging in listening to the guided imagery practice and will be invited to participate in the mindful breathing, movement, and observation practice. The Guided Mindful Rainbow Practice and the Somewhere Over the Rainbow movement practice will be nourish and cultivate emotional and physical wellbeing in the virtual world and transferable to the physical-real world after the adventure. The intention of this guided practice adventure is to influence personal wellbeing and contribute to enhancing positive, social connections in the virtual world.

 https://account.altvr.com/events/1739555700721320003

Tour capacity: 15

Presenters
RR

Roxann Riskin

Learning Experience Coach & Mindfulness Educator, NOVO Ed


Thursday May 27, 2021 7:30pm - 8:30pm EDT
AltSpaceVR

8:00pm EDT

Featured Plenary Speaker: Integrating VR in Classrooms
Virtual reality is not a technology that should replace other teaching resources; instead, it should serve as a complementary tool that can enhance learning across disciplines. As with any new technology being introduced into the classroom, success depends on expectations, an effective strategy and the practical details of how it is being used.

Presenters
avatar for Travis Feldler

Travis Feldler

Founder, TechRow
Travis Feldler is the founder of Edtech startup TechRow and Co-Author of the New York Times Virtual Reality Curriculum Guide: Experience, Immersion and Excursion in the Classroom. He has led education initiatives for large multinational corporations and multiple startups in the global... Read More →


Thursday May 27, 2021 8:00pm - 8:30pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela
 
Friday, May 28
 

10:00am EDT

iLRN Colombia-Ecuador Chapters’ Showcase Part 2
See attached Agenda.

Presenters
avatar for Jorge Luis Bacca Acosta

Jorge Luis Bacca Acosta

Professor and Researcher, Fundación Universitaria Konrad Lorenz
I am associate professor and researcher at the Konrad Lorenz University in Colombia. I do research in the field of augmented reality and virtual reality in education.




Friday May 28, 2021 10:00am - 4:00pm EDT
Colombia and Ecuador Conference Hall

12:00pm EDT

Birds of a Feather Session: What's an iLRN Chapter? Want to form an iLRN Chapter?
Presenters
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network


Friday May 28, 2021 12:00pm - 1:00pm EDT
Tower of Immersive Learning 1, Videoconferencing Room 1

2:00pm EDT

iLRN Pie & Coffee
#iLRN2021 attendees! Join me for Pie & Coffee at 2:00pm EDT in the iLRN Cafe to discuss this news: "South Korea initiative to create the Metaverse" link to article here: https://www.ajudaily.com/view/20210518143357463

Pie and Coffee is a great way for XR-for-Learning professionals to get together and discuss the latest & emerging trends in Immersive Learning. #StateOfXR 

Presenters
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network



Friday May 28, 2021 2:00pm - 3:00pm EDT
iLRN Cafe

3:00pm EDT

Speed Networking
Come to iLRN's Speed Networking events to meet a lot of colleagues and expand your personal network in Immersive Learning quickly! Join us in the Innovation Gardens on the iLRN Virtual Campus and follow the lead of your facilitator and you'll have so much fun and meet so many astonishingly great people!

Friday May 28, 2021 3:00pm - 4:00pm EDT
Innovation Garden Studios iLRN Virtual Campus, powered by Virbela

5:00pm EDT

Happy Hour
Grab a tasty beverage and join us in Haptics Mixed Reality Lounge for laughter and informal chatter that may (or may not) have something to do with Immersive Learning! Topics are not moderated but we remind everyone to please respect our inclusion, diversity and harassment policies - even in the lounge during Happy Hour!"

Presenters
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network


Friday May 28, 2021 5:00pm - 6:00pm EDT
Haptics Mixed Reality Lounge and Supper Club

7:00pm EDT

Speed Networking
Come to iLRN's Speed Networking events to meet a lot of colleagues and expand your personal network in Immersive Learning quickly! Join us in the Innovation Gardens on the iLRN Virtual Campus and follow the lead of your facilitator and you'll have so much fun and meet so many astonishingly great people!

Friday May 28, 2021 7:00pm - 8:00pm EDT
Innovation Garden Studios iLRN Virtual Campus, powered by Virbela

8:00pm EDT

Game Night 1
Come one, come all to iLRN's 5th Annual Game Night! 

Join iLRN Board Member & Versatilist Host Patrick O'Shea for your choice of parlor and table top games in the iLRN Innovation Gardens to play such favorites as Scribble, Pub Trivia, SpyFall, or Code Names! 

Here is how to join the Game Night via the Virtual Campus & Discord: https://youtu.be/50DNhCDVB_o 

On the iLRN Discord, play JackBox Games with your host Jonathon Richter! This is always a great time - bring a tasty beverage along, meet amazing people, and join the fun!"

Presenters
PO

Patrick O'Shea

Associate Professor of Instructional Technology and Ed Media Program Director, Appalachian State University
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network


Friday May 28, 2021 8:00pm - 9:00pm EDT
Game Night

8:30pm EDT

Guided Virtual Adventure: AltSpace VR: Guided Mindfulness Imagery Adventure to Enhance Emotional Wellbeing
https://www.eventbrite.com/e/ilrn-tour-a-guided-environmental-mindfulness-wellbeing-practice-tickets-156106961123

During the guided mindfulness practice, participants will be engaging in listening to the guided imagery practice and will be invited to participate in the mindful breathing, movement, and observation practice. The Guided Mindful Rainbow Practice and the Somewhere Over the Rainbow movement practice will be nourish and cultivate emotional and physical wellbeing in the virtual world and transferable to the physical-real world after the adventure. The intention of this guided practice adventure is to influence personal wellbeing and contribute to enhancing positive, social connections in the virtual world.

https://account.altvr.com/events/1739558489732153778

Tour capacity: 15

Presenters
RR

Roxann Riskin

Learning Experience Coach & Mindfulness Educator, NOVO Ed


Friday May 28, 2021 8:30pm - 9:30pm EDT
AltSpaceVR
 
Saturday, May 29
 

11:00am EDT

Guided Virtual Adventure: Is the Amani Ready to Sail Safely?
Platform/environment website
https://www.kitely.com/virtual-world/Bethany-Winslow/Limiland
 
Tour guide(s)/leader(s)
Ms. Winslow, Bethany, bethany.winslow@sjsu.edu, San Jose State University
 
Tour group capacity
25
 
Description
Join a recon mission at Limiland, aboard a full scale cruise ship, in the OpenSim world of Kitely. This guided immersive virtual adventure was developed for cruise ship operations management students at a public university as an extra credit activity. Students who normally have the opportunity to visit a real cruise ship do not have this option during a pandemic. Also, online students have no such option at all. This large virtual cruise ship can be navigated with an avatar by anyone with a free OpenSim account and a free virtual world viewer. The purpose of this activity is to explore how immersive role play, the use of the provided inspector's checklist, and the embedded information in key locations on the ship helps students determine if the Amani is ready to sail in a post pandemic world. In particular, students are on the lookout for three COVID molecules with critical information about the lasting impact on the cruising industry in the areas of health, leadership, and finance.  Educators who attend this guided adventure will be able to see for themselves what desktop virtual worlds offer right now, compared with less accessible experiences designed solely for head mounted display use.
 
Target audience sector
Higher education, The target audience are educators who are interested in exploring and learning more about what different virtual world platforms offer in terms of immersive learning and engagement. This is particularly applicable to educators who want to see for themselves what desktop virtual worlds offers educators right now, compared with experiences designed solely for head-mounted display use.
 
Supported devices
Desktop/laptop - Windows, Desktop/laptop - Mac
 
Platform/environment access
To visit the Kitely virtual world you need a free account (Kitely or OpenSim) and a hypergrid enabled viewer. This is different from the one used to access Second life. (OpenSim worlds are the open-source versions of Second Life, so if you are familiar with SL you won't have any trouble in OS. If you have never used SL or a similar viewer, you will need time to get acquainted with this technology.) See the Google Doc linked below which walks you through how to choose between two options to visit us. You'll also find it has links to videos and other tutorials to help, if needed. https://docs.google.com/document/d/1VMGayNnWzxvzBCiHoya1IlSn3DAGw2UNy7rbrPm7MZg/edit?usp=sharing

Presenters
avatar for Bethany Winslow

Bethany Winslow

Instructional Designer, San Jose State University
Access Showcase contribution


Saturday May 29, 2021 11:00am - 12:00pm EDT
Kitely

1:00pm EDT

Guided Virtual Adventure: Rec Room
Together, we'll explore the narrative potential of multi-user VR when content creation is made accessible to who those have a story to tell, i.e. all of us. The world hopping tour will contain a wide spectrum of storytelling genres and varying levels of interactivity, and we'll discover how these varying levels of agency affect the audience experience.
 
Platform/environment website
https://rec.net/ 
Tour guide(s)/leader(s)
lancegpowelljr.vr@gmail.com

Tour capacity
8

Target audience sector
Higher education, Informal and/or lifelong learning, Artists/ Content Creators
 
Supported devices
Desktop/laptop - Windows, Smartphone - iOS, PC VR headset - Oculus Rift / Rift S, PC VR headset -  HTC Vive/Vive Pro Series/Vive Cosmos Series, PC VR headset - Valve Index, PC VR headset - Windows Mixed Reality, Standalone VR headset - Oculus Quest, Standalone VR headset - Pico Neo/Neo 2/Neo 2 Eye, Standalone VR headset - Pico G2/G2 Pro/G2 4K, Standalone VR headset - HTC Vive Focus/Focus Plus, PSVR
 
Platform/environment access
VR is preferred for the tour. Download the app. Before the tour, it is helpful to learn the 'Play' button, which will allow you to access and search for rooms. Also, you should learn the 'People' button, so you connect to others as 'friends' or 'party' members.  Also, friend me ahead of time in world or on rec.net (Username: LanceJr)


Presenters
avatar for Lance Powell

Lance Powell

CTO, VEDX Solutions
Lance Powell is the Interim CTO of VEDX Solutions, working to bring XR into schools globally. He is also the lecturer of Virtual Worlds at Bahçeşehir University in Istanbul, Turkey. Lance was one of the founding members of the flagship VR First labs in BAU and is an XR Bootcamp... Read More →


Saturday May 29, 2021 1:00pm - 2:00pm EDT
RecRoom

2:00pm EDT

Speed Networking
Come to iLRN's Speed Networking events to meet a lot of colleagues and expand your personal network in Immersive Learning quickly! Join us in the Innovation Gardens on the iLRN Virtual Campus and follow the lead of your facilitator and you'll have so much fun and meet so many astonishingly great people!

Saturday May 29, 2021 2:00pm - 3:00pm EDT
Innovation Garden Studios iLRN Virtual Campus, powered by Virbela

7:00pm EDT

Happy Hour
Grab a tasty beverage and join us in Haptics Mixed Reality Lounge for laughter and informal chatter that may (or may not) have something to do with Immersive Learning! Topics are not moderated but we remind everyone to please respect our inclusion, diversity and harassment policies - even in the lounge during Happy Hour!"

Presenters
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network


Saturday May 29, 2021 7:00pm - 8:00pm EDT
Haptics Mixed Reality Lounge and Supper Club

8:00pm EDT

Extended Happy Hour Jackbox Games on Discord
Join us on the iLRN Discord to play Jackbox Games in the Game Night Channel for some late night fun!

Discord:
discordapp.com/invite/by7SWQA


Presenters
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network


Saturday May 29, 2021 8:00pm - 9:00pm EDT
iLRN Discord server
 
Sunday, May 30
 

1:00pm EDT

Guided Virtual Adventure: Rec Room
Together, we'll explore the narrative potential of multi-user VR when content creation is made accessible to who those have a story to tell, i.e. all of us. The world hopping tour will contain a wide spectrum of storytelling genres and varying levels of interactivity, and we'll discover how these varying levels of agency affect the audience experience.
 
Platform/environment website
https://rec.net/ 
Tour guide(s)/leader(s)
lancegpowelljr.vr@gmail.com

Tour capacity
8

Target audience sector
Higher education, Informal and/or lifelong learning, Artists/ Content Creators
 
Supported devices
Desktop/laptop - Windows, Smartphone - iOS, PC VR headset - Oculus Rift / Rift S, PC VR headset -  HTC Vive/Vive Pro Series/Vive Cosmos Series, PC VR headset - Valve Index, PC VR headset - Windows Mixed Reality, Standalone VR headset - Oculus Quest, Standalone VR headset - Pico Neo/Neo 2/Neo 2 Eye, Standalone VR headset - Pico G2/G2 Pro/G2 4K, Standalone VR headset - HTC Vive Focus/Focus Plus, PSVR
 
Platform/environment access
VR is preferred for the tour. Download the app. Before the tour, it is helpful to learn the 'Play' button, which will allow you to access and search for rooms. Also, you should learn the 'People' button, so you connect to others as 'friends' or 'party' members.  Also, friend me ahead of time in world or on rec.net (Username: LanceJr)


Presenters
avatar for Lance Powell

Lance Powell

CTO, VEDX Solutions
Lance Powell is the Interim CTO of VEDX Solutions, working to bring XR into schools globally. He is also the lecturer of Virtual Worlds at Bahçeşehir University in Istanbul, Turkey. Lance was one of the founding members of the flagship VR First labs in BAU and is an XR Bootcamp... Read More →


Sunday May 30, 2021 1:00pm - 2:00pm EDT
RecRoom

3:00pm EDT

Guided Virtual Adventure: AltspaceVR: Designing Relational Land-Based Connections through Immersive Learning for Middle-Years and Secondary Education
This Guided Virtual Adventure Tour will take you on exploratory journeys through the Taiga (Boreal Forest) Biome and an Introduction to the Sustainable Development Goals worlds within the AltspaceVR platform. Experience an engaging middle years or high school classroom in Virtual Reality (VR)! In an immersive setting that facilitates relational and cross-curricular connections, explore the Taiga Biome ecosystem, including plants, animals, and climate and discuss the Sustainable Development Goals and how we can empower students to make change.  You will partake in a VR scavenger hunt and experience, through the use of embedded videos, the Upper Nikik Interpretive Trail in La Ronge, Saskatchewan, Canada, with Myrtle O’Brien, a Traditional Knowledge Keeper, Cree herbalist, crafter and educator. As she demonstrates knowledge of Indigenous plants, language, and traditions, we will discuss curricular connections related to respecting the environment and the human impact on the land.  Grounded by constructivist learning theory, this guided adventure seeks to inspire educators who want to use VR for increasing student motivation, engagement, achievement and peer connections through immersive experiences.

Please note: We will be meeting directly on the Altspace platform. Users new to Altspace may find this document helpful: https://link.medium.com/USJOFqTnqgb

The AltspaceVR link for May 30 is https://account.altvr.com/events/1738021353325331419 or Join Code: PVJ839

Presenters
avatar for Janelle Lavoie

Janelle Lavoie

Teacher, University of Saskatchewan
Born and raised in Saskatoon, Saskatchewan, Canada, Janelle Lavoie obtained her Bachelor of Kinesiology in 2018, Bachelor of Education in 2019, and has just completed a Master’s in Educational Technology and Design (ETAD) from the University of Saskatchewan. She has taught children... Read More →
avatar for Ryan Banow

Ryan Banow

Educational Developer, Gwenna Moss Centre - University of Saskatchewan
Ryan Banow is an Educational Development Specialist at the Gwenna Moss Centre for Teaching and Learning at the University of Saskatchewan. He is also a PhD student in the Department of Curriculum Studies within the College of Education. Ryan has worked as an Educational Developer... Read More →
avatar for Paula MacDowell

Paula MacDowell

Assistant Professor, University of Saskatchewan
Paula MacDowell, PhD, is an Assistant Professor in the Department of Curriculum Studies, University of Saskatchewan. Her area of specialization is in Educational Technology and Design (ETAD).
avatar for Joel Stange

Joel Stange

Vice Principal, Pre-Cam Community School
An educator with many interests. I love using technology, getting outdoors, building relationships with my students, and diving into projects.I have a Masters of Education from the University of Saskatchewan, focused on Critical and Environmental Education. I reside in Treaty 6, traditional... Read More →


Sunday May 30, 2021 3:00pm - 4:00pm EDT
AltSpaceVR

7:30pm EDT

K-12 STEM Education - Special Session 1: Gamified Solution, Curriculum, and Content for Teaching Robotics in VR
With regret, we were unable to host this session at this time. We will try to reschedule these presenters.

Gamified Solution, Curriculum, and Content for Teaching Robotics in VR
Oleg Polianchuk, Olenchyn Rostyslav
VRobot.Education, Ukraine
 
Our team vrobot.education developed a gamified solution, curriculum for classroom and individual remote teaching robotics in virtual reality for students. We are tackling the problems of early professional orientation and equal access to education.

Presenters

Sunday May 30, 2021 7:30pm - 8:30pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela
 
Monday, May 31
 

7:00am EDT

K-12 STEM Education - Oral Presentations 1
Presentations
 
Immersive Technology in the Public School Classroom: When a Class Meets
Samuel Williams(1), Rowena Enatsky(2), Holly Gillcash(2), James Murphy(2), Denis Gracanin(1)
1: Virginia Tech, United States of America; 2: CLS STEM+, United States of America
Watch the presentation video

Recent research suggests that students feel disconnected in distance educational environments. There is an immediate and sustained need for innovative approaches that provide personalized and interactive instruction, digital equity, and scale-up remote teaching. Shared, collaborative virtual spaces, such as Mozilla Hubs, can provide new learning modalities for educators and students, especially during the pandemic. We describe our experience with using Mozilla Hubs in formal and informal educational settings. We conducted several user studies to collect qualitative feedback from the participants. These studies include an educator workshop, a girl scout meeting, and a class gathering. The findings provide an insight how practical, useful, and entertaining such virtual spaces are to the participants.
 
 
Project Learn&Play: Piloting A Game-based Instruction For Students In Comparison To An Engineering Lecture
Anna Seidel, Franziska Weidle, Claudia Börner
Brandenburg University of Technology Cottbus-Senftenberg, Germany
Watch the presentation video

Challenges stemming from change processes such as the climate crisis are ubiquitous. To address these challenges, highly skilled specialists are needed. However, engineering courses show a decrease in enrolment numbers and high drop-out rates. Furthermore, engineering students represent a rather homogeneous group. Since diverse groups are more innovative and effective in addressing future problems, it is desirable to increase not only the quantity but also the diversity of enrolments. Therefore, the project x utilises a game-based instruction to raise interest in engineering. To examine the effects of the game as well as differences in contrast to conventional instructions, a study in a within-subject-design was conducted. Regarding motivational variables, the self-concept of ability and cognition, only a main effect of cognition and an interaction effect for cognition and gender could be detected. Furthermore, recorded gameplay sessions gave useful insights into the engagement process as well as influential effects.

Presenters
avatar for Anna Seidel

Anna Seidel

Researcher, B-TU Cottbus-Senftenberg
SW

Samuel Williams

STEM+ by Commonwealth Learning Systems, LLC


Monday May 31, 2021 7:00am - 8:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

8:00am EDT

K-12 STEM Education - Oral Presentations 2
Presentations

Interactive Game-based Exploration of an Underwater Paleontological Site
Corly Huang, Qiming Chen, Vid Petrovic, Dominique Rissolo, Leanne Chukoskie
University of California, San Diego, United States of America
Watch the presentation video

The Yucatan Peninsula contains many cenotes, some of which contain promising opportunities for archeological and paleontological research in the Americas. Here we describe the transdisciplinary research efforts as part of documenting and studying the artifacts at Hoyo Negro. We translate these efforts into a video game that represents the digital twin of Hoyo Negro for the public to explore. Through this game we seek to excite middle school children about opportunities in science through the rich content at Hoyo Negro and employing next generation science standards so that the game can be tested with middle school students and used as part of science curricula.

Presenters
LC

Leanne Chukoskie

Associate Research Scientist, University of California, San Diego


Monday May 31, 2021 8:00am - 9:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

10:00am EDT

Guided VR Experiences: The Missing Piece to School Adoption
Why is VR so hard to coordinate for classrooms and trainings? How do you teach with standalone VR if you can't see what your students are doing? How do you actively engage teachers in the VR learning process?
 
In this talk, Sean Strong, CEO & Co-Founder of Grove XR, will go over the lessons learned implementing and improving VR in learning contexts. This talk will cover how Grove XR's suite of experience guiding tools — including remote launching, screen streaming, and content curation — make VR easier to use for teachers, trainers, and groups.

Presenters
avatar for Sean Strong

Sean Strong

Co-founder & CEO of Grove XR, Grove XR
Sean Strong is the Co-Founder & CEO of Grove XR, where he works on making VR learning more accessible and effective. Sean studied Artificial Intelligence and VR Education at Stanford University. Professionally, Sean led an internal prototyping effort at Apple, worked at various education... Read More →



Monday May 31, 2021 10:00am - 11:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

5:00pm EDT

K-12 STEM Education - Workshop 1: STEM Learning: Promoting Student Agency with FrameVR
STEM Learning: Promoting Student Agency with FrameVR
Matthew Hawke
Knox Grammar, Australia
Watch the presentation video

Discover how students become responsive to needs in their communities, leverage technologies and take action to solve real-world issues. Learn how E-STEAM projects empower students to recognise their ability to facilitate change. In this session, participants will be shown how VR and XR experiences can be used to transcend learning beyond the classroom and in to emerging industries.
Come to this session and discover how Australian students are using FrameVR - a free, multi-user, extended reality platform, to create virtual tours and galleries of work for online visitors. Listen to students as they share their learning experiences using FrameVR and learn how they can authentically integrate immersive technologies to engage, explore and create.

Presenters
avatar for Matthew Hawke

Matthew Hawke

Teacher, Knox Grammar Preparatory School
Matt Hawke is a Stage 3 Educator and Well-Being Leader at Knox Grammar Preparatory School. He is passionate about empowering students with agency, promoting an Empathy+STEAM approach and helping his students recognize how they can solve real-world problems using ICT platforms. Matt... Read More →


Monday May 31, 2021 5:00pm - 7:00pm EDT
Innovation Garden Studios iLRN Virtual Campus, powered by Virbela
 
Tuesday, June 1
 

7:00am EDT

K-12 STEM Education - Oral Presentations 4
Presentations

Teaching the Teachers with Immersive Technology: Preparing the Next Generation of Educators at Ithaca College
Brian Moynihan(1), Becky Lane(2), Christine Havens-Hafer(2), Jay Williamson(2), Catherine Fiore(2)
1: Immersive Learning Research Network, United States of America; 2: Ithaca College, United States of America
Watch the presentation video

This talk explores lessons learned from implementing VR in a pilot at Ithaca College’s Teacher Education Program. The talk includes the perspectives of the instructional technology lead, as well as faculty, student, and commercial perspectives on what makes for a successful immersive learning experience in Higher Education. Using Lenovo’s VR Classroom solution to control headsets and content, Ithaca is deploying Uptale and Mozilla Hubs to create their own materials for a teach the teacher program, and using Veative to practice teaching STEM topics to K-12 learners. By joining this session the audience will learn how and why to use immersive learning in the classroom, and hear real-world lessons learned from this pilot.



Presenters

Tuesday June 1, 2021 7:00am - 8:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session - Synapse VR: Catalyzing Collaboration through Immersive Learning
Synapse VR: Catalyzing Collaboration through Immersive Learning
Cat Flynn, Seth Corrigan, Faby Gagne
Watch the presentation video



Presenters
SC

Seth Corrigan

Senior Director of Research and Development, Southern New Hampshire University


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session 2
Please pardon our dust as we replaced this one Sched session with 29 individual sessions.  Please visit the booths in the Expo Hall!



Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: 360-degree Immersive Storytelling Video to Create Empathetic Response
360-degree Immersive Storytelling Video to Create Empathetic Response
Matthew Hollick, Christian Acheampong, Mahdi Ahmed, Daphne Economou, Jeffrey Ferguson
Watch the presentation video

Presenters
avatar for Matthew Hollick

Matthew Hollick

Student, University of Westminster
I am Matthew Hollick a final year student (2020/2021) of Digital Media Development BSC (Hon) at the University of Westminster. My former experience within the computer science industry includes 5 plus years of IT support and management for various organisations. In a few months I... Read More →


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: A Look Back at Creating Shared Artists' Worlds in the CAVE
A Look Back at Creating Shared Artists' Worlds in the CAVE
Dave Pape

Presenters

Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: A Model for Learning in Interactive and Immersive Virtual Environments
A Model for Learning in Interactive and Immersive Virtual Environments
Brad Thompson

Presenters
avatar for Brad Thompson

Brad Thompson

Graduate Student Researcher, University of California, Santa Cruz


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: A Preliminary Eye Tracking and HMD Orientation Comparison to Determine Focus on a Cardiac Auscultation Training Environment
A Preliminary Eye Tracking and HMD Orientation Comparison to Determine Focus on a Cardiac Auscultation Training Environment
Shawn Matthews(1), Kody Wood(1), Alvaro Joffre Uribe Quevedo(1), Bill Kapralos(1), Adam Dubrowski(1), Norman Jaimes(2), Fahad Alam(3), David Rojas(4)
Watch the presentation video


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: An Intelligent Immersive Learning System Using AI, XR and Robots
An Intelligent Immersive Learning System Using AI, XR and Robots
Louis Nisiotis(1), Lyuba Alboul(2) 

Presenters
avatar for Louis Nisiotis

Louis Nisiotis

Lecturer, University of Central Lancashire, Cyprus Campus
Hey there, I am Lecturer in Computing at the University of Central Lancashire, Cyprus campus. I am the deputy course leader of BSc Computing, and responsible for teaching Games Development and Computer Graphics. My current research work focus on virtual environments and immersive... Read More →


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Augmented Reality Enriched Project Guide For Mechanical Engineering Students
Augmented Reality Enriched Project Guide For Mechanical Engineering Students
Radu Comes, Calin Neamtu, Zsolt Levente Buna 

Presenters
avatar for Radu Comes

Radu Comes

Lecturer, Technical University of Cluj-Napoca
I am an industrial engineer interested in developing new skills and expertise in product and software development. My research is focused on 3D scanning, computer aided design, virtual reality and augmented reality.



Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Design and Evaluation of 360° VR Immersive Interactions in Nursing Education
Design and Evaluation of 360° VR Immersive Interactions in Nursing Education
Jinsil Hwaryoung Seo, Caleb Kicklighter, Brittany Garcia, Soo Wan Chun, Elizabeth Wells-Beede 

Presenters
JH

Jinsil Hwaryoung Seo

Associate Professor, Texas A&M University
Interactive Artist/Designer/Researcher


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Development of Immersive Nursing Skills Learning System and Evaluation of Learning Effectiveness
Development of Immersive Nursing Skills Learning System and Evaluation of Learning Effectiveness
Yi Chou Tsai, Gwan Ling Lin, Chi Cheng Cheng
Watch the presentation video

Presenters
YT

Yi-Chou Tsai

Cardinal Tien Junior College of Healthcare and Management
GL

Gwan Ling Lin

Cardinal Tien Junior College of Healthcare and Management


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Digital Twin and Gamification for Designing an Educational Lab for Circular Economy
Digital Twin and Gamification for Designing an Educational Lab for Circular Economy
Samira Keivanpour

Presenters
SK

Samira Keivanpour

Polytechnique Montreal


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Effects of Conversational Interaction on In-Service Teacher Experience in Virtual Reality Classroom Simulation for Teacher Training
Effects of Conversational Interaction on In-Service Teacher Experience in Virtual Reality Classroom Simulation for Teacher Training
Eunbyul Yang, Chaeyeon Kim, Jeeheon Ryu 

Presenters
avatar for Eunbyul Yang

Eunbyul Yang

graduate student, Chonnam National University


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Enhancing Training in Virtual Reality with Hand Tracking and a Real Tool
Enhancing Training in Virtual Reality with Hand Tracking and a Real Tool
Joy Gisler(1), Valentin Holzwarth(2), Hirt Christian(1), Andreas Kunz(1) 

Presenters
avatar for Joy Gisler

Joy Gisler

PhD Student, ETH Zurich


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Experiencing COVID-19 Through Virtual Reality: The Patient’s Perspective
Experiencing COVID-19 Through Virtual Reality: The Patient’s Perspective
Heather Thomson
Watch the presentation video

Presenters
HT

Heather Thomson

Assistant Professor, Teaching Stream, University of Toronto


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Exploring VR Conference Navigation Employing Audio Cues
Exploring VR Conference Navigation Employing Audio Cues
Gil Robern, Alvaro Joffre Uribe Quevedo, Peter Coppin, Teresa Lee, Mahadeo Sukai, Robert Ingino
Watch the presentation video


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Fire-Up Innovative Virtual Environments: Designing Simulations for Fire Investigators in Training
Fire-Up Innovative Virtual Environments: Designing Simulations for Fire Investigators in Training
Rachel Ralph, Centre for Digital Media, Canada;.
Watch the presentation video

Presenters
avatar for Rachel Ralph

Rachel Ralph

Faculty, Centre for Digital Media
I am very passionate about digital media and its growth and value. Currently I am supervising graduate student teams as a faculty member in project management, account management, strategist ideas, etc. while they work on a variety digital media projects (i.e., web platforms, websites... Read More →


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Immersing E-Facilitators in Training: The Perspective of Project FAVILLE – Facilitators of Virtual Learning
Immersing E-Facilitators in Training: The Perspective of Project FAVILLE – Facilitators of Virtual Learning
Susanne Lattke(2), Leonel Morgado(1), Ana Paula Afonso(3), Filipe Penicheiro(3), Lina Morgado(3), José António Moreira(1) 

Presenters
avatar for Leonel Morgado

Leonel Morgado

Assistant Professor / Senior Researcher, Universidade Aberta / INESC TEC
Leonel Morgado is Assistant Professor with Habilitation, at the Portuguese Open University, where he lectures on research methods, programming, and the use of virtual worlds. He is also a board member of the international research association, Immersive Learning Research Network... Read More →


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Is Virtual Reality Simulation Ineffective for Skill Acquisition Training?
Is Virtual Reality Simulation Ineffective for Skill Acquisition Training? 
Museok Jeong, Sungmin Lim, Taehyeong Lim, Jeeheon Ryu
Watch the presentation video

Presenters
MJ

Museok Jeong

Master's Student, Chonnam National University


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Motivation in Virtual Reality Chinese Language Learning in the Context of COVID-19
Motivation in Virtual Reality Chinese Language Learning in the Context of COVID-19
Chih-Nuo Grace Chao, Siu-Yung Morris Jong, Tsun-Hin, Eric Luk 

Presenters
avatar for Chih-Nuo Grace Chao

Chih-Nuo Grace Chao

Research Associate, The Chinese University of Hong Kong


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Photogrammetry within Virtual Reality
Photogrammetry within Virtual Reality
Sabrina Rodriguez, Abel A. Fernandez, Ryan A. Damerell 

Presenters
SR

Sabrina Rodriguez

Graduate Student, University of the Pacific


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Supporting Software Engineering Education through Immersive Learning
Supporting Software Engineering Education through Immersive Learning
Filipe Arantes Fernandes, Cláudia Werner 

Presenters
avatar for Filipe Arantes Fernandes

Filipe Arantes Fernandes

Federal University of Rio de Janeiro
I am PhD student at University Federal of Rio de Janeiro (UFRJ) - Brazil. My research area is Software Engineering Education (SEE) and my studies is towards to application Immersive Learning in SEE.


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Synapse VR: Catalyzing Collaboration through Immersive Learning
Synapse VR: Catalyzing Collaboration through Immersive Learning
Cat Flynn, Seth Corrigan, Faby Gagne
Watch the presentation video

Presenters
avatar for Cat Flynn

Cat Flynn

Director of Learning Science, Southern New Hampshire University
I'm the Director of Learning Science at Southern New Hampshire University's SNHU Labs R&D unit. As we look ahead to the future of higher education, I'm passionate about applying findings from the learning sciences to help every learner succeed.
FG

Faby Gagne

Executive Director of SNHU Labs, Southern New Hampshire University
I oversee SNHU Labs, the R&D unit of the Innovation Center at Southern New Hampshire University, a private, nonprofit, accredited institution with more than 3,000 on campus students, over 135,000 online students. My team conducts theoretical and empirical research grounded in learning... Read More →
SC

Seth Corrigan

Senior Director of Research and Development, Southern New Hampshire University


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Teaching Invisible Phenomena and Virtual Experiments: Immersion or Augmentation?
Teaching Invisible Phenomena and Virtual Experiments: Immersion or Augmentation?
Marie-Luce Bourguet, Maria Romero-Gonzalez
Watch the presentation video

Presenters
avatar for Marie-Luce Bourguet

Marie-Luce Bourguet

Senior Lecturer, Queen Mary University of London


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: The Use of Plane-Detection Augmented Reality in Learning Geometry
The Use of Plane-Detection Augmented Reality in Learning Geometry
Hunhui Na
Watch the presentation video

Presenters
avatar for Hunhui Na

Hunhui Na

Ph.D. Student, Florida State University
I am a Ph.D. student in Instructional Systems and Learning Technologies at Florida State University.I believe technology can benefit the way we teach and students learn.My research interests are:- Implementing immersive technologies (VR, AR) into the classroom context- Digital game-based... Read More →


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Use of Active Learning Through the ICAP Framework in Online STEM Courses and its Impact on Students' Self-Efficacy and STEM Identity
Use of Active Learning Through the ICAP Framework in Online STEM Courses and its Impact on Students' Self-Efficacy and STEM Identity
Blair Stamper
Watch the presentation video

Presenters
BS

Blair Stamper

Instructional Designer, University of North Carolina at Charlotte
Blair is an Instructional Designer (ID) on the Course Development Team within the Center for Teaching and Learning. As an ID, she works with faculty to create student-centered and active online courses that align with QM standards and are designed for all students to be successful.Blair... Read More →


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: Using Immersive Virtual Reality for Field Service Telecommunications Engineers Training
Using Immersive Virtual Reality for Field Service Telecommunications Engineers Training
Ozkan Cem Bahceci, Anasol Peña-Rios
Watch the presentation video

Presenters
avatar for Ozkan Cem Bahceci

Ozkan Cem Bahceci

AI & Immersive Technologies Research Specialist, BT Research Labs


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: VR-Enabled Pedagogy in a First-Year Seminar
VR-Enabled Pedagogy in a First-Year Seminar
Qianou Ma, Lauren Herckis
Watch the presentation video

Presenters
avatar for Qianou (Christina) Ma

Qianou (Christina) Ma

Carnegie Mellon University


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

8:00am EDT

Poster Session: WebXR to Support Student Wellbeing and Anxiety
WebXR to Support Student Wellbeing and Anxiety
Mhanaj Hossain, Daphne Economou, Jeffrey Ferguson
Watch the presentation video

Presenters
avatar for Mhanaj Hossain

Mhanaj Hossain

Student, University of Westminster
My name is Mhanaj and I am Computer Science Student, finishing my last year of studies at the University ofWestminster.I have a passion towards the world of design, specifically the Computer Science side. I enjoy creating anddesigning projects that have a purpose to help people.My... Read More →
avatar for Daphne Economou

Daphne Economou

Senior Lecturer, University of Westminster
I have 20 years’ teaching and research experience in higher education, in the areas of HCI, Mobile UX, Web Design and Development, and in VR. I am particularly interested in the use and the design of VR/AR platforms to engage effectively learners in educational tasks and empowering... Read More →


Tuesday June 1, 2021 8:00am - 9:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

9:00am EDT

Doctoral Colloquium 1
Presentations

Pandemic pirouettes: AR Ballet Exploring Data Ethics for the Computing Classroom
Genevieve Smith-Nunes(1), Alex Shaw(2)
1: University of Cambridge, United Kingdom; 2: Glaston Bridge Software
Watch the presentation video

This Doctoral Colloquium paper explores the pivot from in-person to virtual and digital means in developing an Augment Reality (AR) classical ballet experience due to Covid-19. This work-in-progress explores novel teaching and learning approaches to the computing concepts of data transmission, signal processing, and therefore necessarily data ethics through classical ballet and bio-metric data the body and brain waves as data artefacts, the data ethics implications of bio-metrics. Innovative approaches to subject knowledge, programming competency, and probing engender thinking of the field of computing if any. This study uses the emergent methodology of AgileDBR, a hybrid of design-based research (DBR) and Agile developed as part of author one's Ph.D.

Designing VR Environments For Distance Learning
Richard Ngu Leubou(1,2), Benoit Crespin(1), Marc Trestini(2)
1: XLIM UMR CNRS 7252, University of Limoges, France; 2: LISEC UR 2310, University of Strasbourg, France
Watch the presentation video

Virtual reality takes learner participation to a higher level of interaction, offering a real experience and a new way to acquire real-world in a distance learning device. Designing VR environments for distance learning leads to an examination of the technical and methodological choices to ensure a useful, usable and efficient tool. Our work is based on the design approaches and recommendations from existing works related to VR and/or distance learning, in order to formalize the design of collaborative VR environments specifically dedicated to distance learning.

A Qualitative Study to Explore the Use of Augmented Reality as Performance Support in Industries
Yao Huang
Florida State University, United States of America
Watch the presentation video

When augmented reality (AR) technology is used in the learning and development field, it is often viewed from a training perspective. Human Performance Technology (HPT) professionals start to explore the potential of adopting AR on mobile devices as a performance support tool to help field workers across industries. This paper captures the adoption of how mobile AR is used in organizations to address performance issues. The study will use the Critical Incident Technique (CIT) to interview ten organizations. The purpose is to uncover the critical events on why mobile AR is considered an appropriate intervention, what benefits and challenges the organizations encounter, what processes are followed when designing and implementing mobile AR, and what types and functions of mobile AR are used to assist job performance.

Immersive Media in Remote Schooling: “I was surprised at how engaged I was”
Eileen McGivney
Harvard University, United States of America
Watch the presentation video

With protracted school closures forcing young people to learn remotely, schools are in urgent need of innovative approaches that can keep students engaged in their education and support their learning. Immersive technologies like virtual reality (VR) and 360-degree videos have been shown to increase motivation to learn and student focus, but little is known about their effectiveness in a remote schooling model. This paper reports preliminary results of a mixed methods case study using 360-videos and Google Cardboard viewers in remote high school engineering classes. The students’ surveys and interviews indicate they find online learning difficult, but that 360-videos are more engaging than other instructional media and may be particularly useful for facilitating observational learning.

VeRdict: Imbuing VR Language Learning Applications with Dictionary Functionality
Louis Lecailliez, Noel H. Vincent
Kyoto University, Japan
Watch the presentation video

As VR hardware becomes increasingly performant and accessible, interest has grown among researchers regarding how to leverage its immersive qualities in an educational context. Immersion, however, often comes at the expense of multitasking functionality and use of supplementary learning resources. This presents an issue for language learners, who upon encountering an unfamiliar word in VR, may have to remove their goggles or switch applications to consult a dictionary. Thus, in order to make dictionary use more immersive and convenient for learners, we present VeRdict, a dictionary extension for VR learning applications that enables dictionary searches from directly within an application using motion controls. Its client-server architecture allows for the delivery of lexicographic content augmented with optional 3D object data, which can be used to display dictionary entries and accompanying 3D visuals. The dictionary can be used to perform manual vocabulary searches using a virtual keyboard, or be used through labels applied to elements within the virtual scene. Additionally, 3D objects loaded from the dictionary server can be used as virtual `props'—unlocking new gesture-based communicative possibilities.

Presenters
NH

Noel H. Vincent

PhD Student, Kyoto University
avatar for Genevieve Smith-Nunes

Genevieve Smith-Nunes

Ph.D. Candidate, University of Cambridge
Reimagining computing science education and data ethics through biometric data and classical ballet.
avatar for Benoit Crespin

Benoit Crespin

University of Limoges
Benoit Crespin is an assistant professor in Computer Science at the University of Limoges. His research interests include computer graphics, VR environments, GPU computing and computational fluid dynamics.
RN

Richard Ngu Leubou

PhD Student, University of Limoges
avatar for Yao Huang

Yao Huang

Doctoral Candidate, Florida State University
Yao Huang is currently a doctoral candidate in the Instructional Systems and Learning Technologies program at Florida State University. Yao’s research focuses on Human Performance Improvement, especially how mobile and augmented reality technologies enhance performance support in... Read More →
avatar for Eileen McGivney

Eileen McGivney

Ph.D. Student, Harvard University


Tuesday June 1, 2021 9:00am - 10:00am EDT
Graduate Student Lounge & Meeting Room iLRN Virtual Campus, powered by Virbela

10:00am EDT

Virtual Campus Partners with the Chief Operating Officer
  • What is an iLRN Virtual Campus Partner
  • Would you like to know more about moving onto Campus and taking up residence with us?  
  • How could the Virtual Campus host my upcoming event?

We'd LOVE to tell you all about it!

Let's meet in the Expo Hall entrance and wander back to the lovely garden towards the back of the Hall.  Our current partners are invited to meet you and tell you what it is like to work everyday in virtual!

Presenters
avatar for Heather Dodds

Heather Dodds

Chief Operating Officer, Immersive Learning Research Network
Chief Operating Officer at the Immersive Learning Research NetworkID and UX in VRFollower of JesusExperienced virtual team leader with a servant leadership philosophyCompassionate & enthusiastic research design advocateVR, VW, XR researcher and designerProblem-solver with empathetic... Read More →



Tuesday June 1, 2021 10:00am - 11:00am EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

12:00pm EDT

Galleries, Libraries, Archives, & Museums - Panel Session 1: A Journey into the NFT Space – A New Chapter in the Future of Art History
A Journey into ihe NFT Space – A New Chapter in the Future of Art History
Diane Drubay, Trudy Elmore, Asya Shklyar, Micol Vertical, moderated by Wendy Sherman
Art Slave, United States of America
 
The art world has entered a new era that has been gathering steam since 2017, finally gaining the attention of the general public in 2021: the non-fungible token (or NFT). Beginning with the rise of NFT themed conversations on the Clubhouse app and culminating with the first ever Christie’s auction of an NFT artwork (by the digital artist Beeple) on Feb. 16, 2021. Now on April 15, cryptocurrency exchange Coinbase has become a publicly traded company on the stock exchange.
What does this all mean for the post-pandemic art world? This panel discussion with experts in digital art, computer technology, art curation, and technology-driven art museums will reveal the digital transformation taking place in our society and how it affects artists, art history, the art market, and even the possibilities for creation.

Presenters
avatar for Asya Shklyar

Asya Shklyar

Director of the High Performance Computing, Pomona College
Asya Shklyar has worked in IT for over 20 years and is passionate about technology that has the potential to improve human lives. Lately it is everything that has to do with data science and new mediums, like Virtual and Augmented Reality. Asya has worked mostly in Life Sciences... Read More →
avatar for Diane Drubay

Diane Drubay

Founder, We Are Museums
Diane Drubay is a French Berlin-based visual artist using photography, video art and multimedia installation to express her vision of nature-infused futures. Her current project explores natural interferential colours and how they impact our vision of landscapes and our imagination... Read More →
avatar for Micol Vertical

Micol Vertical

Micol is founder and creator of VerticalCrypto Art – a profile dedicated to the NFT space born in July 2020 and documenting the rise of NFTs and cryptoart. She has worked in the tech and creator industry for over seven years, building partnerships and consulting on content strategies for big and small corporations across the globe... Read More →
avatar for Trudy Elmore

Trudy Elmore

Artist, Creative Director, Tru Art
Tru is an award-winning 3d digital artist. She is mostly self-taught, lives in Toronto, Canada and has exhibited internationally. Based in animation, installation, and print, her work explores issues of mortality, technological evolution and our new way of seeing --mediated almost... Read More →
avatar for Wendy Sherman

Wendy Sherman

Curator, Art Slave
Southern California native Wendy Sherman is a curator, arts manager, art director, and graphic artist. She is the former gallery manager of sp[a]ce gallery in Pasadena, CA and Gregorio Escalante Gallery in LA’s Chinatown Arts District. Currently she is interested in working with... Read More →


Tuesday June 1, 2021 12:00pm - 1:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

1:00pm EDT

Science Museums Futures Meet and Greet; Birds of a Feather Session
Come to the Science Museums Futures Meet and Greet 'Birds of a Feather' session on the Immersive Learning Research Network (iLRN) virtual campus on June 1st at 1:00pm EDT as part of the "Galleries, Libraries, Archives, and Museums (GLAM) House events to discuss emerging technologies, trends, and opportunities for Science Museums. Meet STEM experts, Museum curators, directors, and designers as well as XR technologies professionals! Find out about iLRN's GLAM House & grow your network and possibility space!

Tuesday June 1, 2021 1:00pm - 2:00pm EDT
iLRN Cafe

2:00pm EDT

State of XR & Immersive Learning Report Launch
The inaugural State of XR & Immersive Learning Report is now available to the public! Come to this special occasion where members of the 100+ Expert Panel and the report authors will be present to highlight the content & aims of the report, laying out Next Steps for engaging administrators, educators, researchers, designers, and students around the world in making XR-for-Learning accessible and engaging for all learners, everywhere!  

Presenters
avatar for Mark J. W. Lee

Mark J. W. Lee

Executive Vice President & Chief Research Officer, Immersive Learning Research Network
avatar for Maya Georgieva

Maya Georgieva

Director, Education Futures / XReality Center, The New School
Maya Georgieva is a futurist, XR strategist, immersive storyteller, producer, and a sought-after keynote speaker on the future of Immersive Learning and Innovation in creative industries. As the Director of Education Futures and the XReality Center at the New School, Maya provides... Read More →
avatar for Bryan Alexander

Bryan Alexander

senior scholar, Bryan Alexander Consulting, LLC
Bryan Alexander is an internationally known futurist, researcher, writer, speaker, consultant, and teacher, working in the field of how technology transforms education. He completed his English language and literature PhD at the University of Michigan in 1997, with a dissertation... Read More →
avatar for Emory Craig

Emory Craig

Co-Founder and CEO, Digital Bodies
Emory Craig brings broad experience in higher education and the creative industries to his work on XR, AI, and digital ethics. He is the Co-founder and CEO at Digital Bodies, a consulting group and popular website for news and analysis of immersive technologies. Digital Bodies partners... Read More →
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network



Tuesday June 1, 2021 2:00pm - 3:00pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

2:00pm EDT

Guided Virtual Adventure: ScienceVR: Lewis Carroll's Riddles and Games of Logic
Carroll's Riddles: The Game of Logic is a fantastical WebXR world based on the works of British logician and writer Lewis Carroll (1832-1898). You are invited on a journey to become immersed in Carroll’s mental landscape, led by Alice and the White Rabbit. Upon entering the virtual world, you meet others for a Tea Party before embarking on your quest to solve riddles and puzzles. Aided with an interactive Carroll Diagram, you travel through a garden by tackling logic riddles. This immersive journey is unlike any other, pushing the limits of your imagination and challenging you to find logic in a nonsensical world.    

Simple steps to join: Go online to the event link posted at the event time; no registration required!

https://hubs.sciencevr.com/SNc4fuh/lewis-carrolls-logical-garden

Presenters

Tuesday June 1, 2021 2:00pm - 3:00pm EDT
Mozilla Hubs

7:30pm EDT

Basic Research & Theory - Panel Session 2
Instructional Design Principles for Guiding Immersive Learning Experiences
Paula MacDowell, Alicia Accettura, Alison Beecher, Gina DiPaolo, Shua Her, Janelle Lavoie, Brent Olson, Thomas Story
University of Saskatchewan, Canada
 
This panel discussion with teacher-scholars will focus on instructional design principles to enhance student learning experiences in XR-enabled classes. We will share pedagogical interactions and active learning strategies that can be used to achieve specific instructional objectives and bridge educational gaps in distance learning. Panellists will highlight some of the “do’s and don’ts” for integrating XR to support human interaction, creativity, and collaboration. While immersive technologies hold the potential for transformative and engaged pedagogy, they must be implemented thoughtfully and effectively to achieve this potential.

Presenters
avatar for Paula MacDowell

Paula MacDowell

Assistant Professor, University of Saskatchewan
Paula MacDowell, PhD, is an Assistant Professor in the Department of Curriculum Studies, University of Saskatchewan. Her area of specialization is in Educational Technology and Design (ETAD).
avatar for Alicia Accettura

Alicia Accettura

Teacher, School District 43
Alicia Accettura is a teacher from Coquitlam, British Columbia. She is presently graduating from the Education and Technology and Design program from the University of Saskatchewan and receiving a Master of Education degree this spring. Currently, she holds a position as a teacher-librarian... Read More →
avatar for Alison Beecher

Alison Beecher

Graduate Student, University of Saskatchewan
I obtained my Bachelor of Education Degree from the University of Saskatchewan in 2001. Since then, I have taught in various schools in Saskatchewan. My teaching experience has been mostly in Kindergarten to Grade 6, with some Special Education sprinkled in.  In 2019, I decided to... Read More →
avatar for Gina DiPaolo

Gina DiPaolo

Culture Awareness & Activities Coordinator, U of S Language Centre
I work with international students learning English in cultural spaces.  I'm passionate about culture, inter-cultural relations leadership, and learning in higher education.
avatar for Shua Her

Shua Her

Graduate Student, University of Saskatchewan
Hello everyone! My name is Shua Her and I'm an ETAD graduate student from the University of Saskatchewan. A couple of things about me is that I'm happily married to a wonderfully spectacular wife and we've got two cats named Pipi and Mouji. I've been working as an ESL Teacher for... Read More →
avatar for Janelle Lavoie

Janelle Lavoie

Teacher, University of Saskatchewan
Born and raised in Saskatoon, Saskatchewan, Canada, Janelle Lavoie obtained her Bachelor of Kinesiology in 2018, Bachelor of Education in 2019, and has just completed a Master’s in Educational Technology and Design (ETAD) from the University of Saskatchewan. She has taught children... Read More →
avatar for Brent Olson

Brent Olson

Research Assistant, University of Saskatchewan
Brent Olson is a master’s student in the Educational Technology and Design program at the University of Saskatchewan. His research focuses on immersive technologies for learning. He is a teacher with the Greater Saskatoon Catholic school division
avatar for Thomas Story

Thomas Story

University of Saskatchewan
As an elementary educator, I love empowering students to take ownership of their own learning through technology. I currently teach grade 4/5 online in Calgary, Alberta, and am passionate about using technology to improve teacher, student, and administration efficiency. When not in... Read More →


Tuesday June 1, 2021 7:30pm - 8:30pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela
 
Wednesday, June 2
 

7:00am EDT

Galleries, Libraries, Archives, & Museums - Oral Presentations 1
Presentations

Great Paintings in Fully Immersive Virtual Reality
Hubert Cecotti
California State University, Fresno, United States of America
Watch the presentation video

Large collections of paintings have been digitized by museums (e.g. The Metropolitan Museum of Art, New-York, USA) and companies such as Google. These resources can be provided to a wide audience through virtual reality as an instructional means to fully convey the size and the magnificence of these paintings. Accessing these resources in an immersive virtual environment can be beneficial to all the students who live far away from museums. In addition, making these resources available to a wide audience answers a current need related to the closure of many museums, because of the Covid-19 pandemic. This paper provides a description of a fully immersive virtual reality museum where paintings can be accessed in two modes: individually (one painting per room), or in galleries (multiple paintings in a room) that are generated procedurally. More importantly, the proposed application provides a means for museums and art instructors to insert their own collections of paintings. Such an approach aims at improving the transition of high resolution images of paintings into art galleries in virtual reality. The application has been deployed on the Steam platform, is available for free, and has been evaluated by users, suggesting a high interest for such an application.


Alternative Design For An Interactive Exhibit Learning In Museums: How Does User Experience Differ Across Different Technologies-VR, Tangible, And Gesture
Pornphan Phichai(1), Julie Williamson(2), Matthew Barr(3)
1: School of Computing Science, University of Glasgow, United Kingdom; 2: School of Computing Science, University of Glasgow, United Kingdom; 3: School of Computing Science, University of Glasgow, United Kingdom
Watch the presentation video

This paper investigates three types of user interfaces: VR, Gesture-based interface, and Tangible-based interface. We examine how user experience differs across different technology and what are the factors that make the experience difference. To find the answer we conduct an empirical study, in which we create three different interactive exhibits that apply these technologies to deliver the same scientific content about biotoxin in nature. The study uses a mixed-method, qualitative and quantitative, and measures two factors. First, user experience is measured by six dimensions of user experience: attractiveness, perspicuity, efficiency, dependability, simulation, and novelty. Second, attention holding power is measured by playing time. The study uses the semi-structured interview to emphasize the issue and learning media of each interface. Thirty-one subjects joined the study. The statistical results shows that there are significantly different user experiences when using a different type of interface. There are difference across five user experience dimensions, only novelty is relatively unchanged. Difference are primarily between VR and Gesture, and Tangible and Gesture. There is no significant difference in holding power between the three types of interface. The statistical analysis of result and interview feedback from participants suggest six aspects to focus on when choosing an alternative interface to create a new interactive exhibit: the novelty, user-friendly, precision of the input device, task and device design, multimodal of feedback, and quality of text in VR.


Communal Spaces As Ludic Resources Of Learning With Augmented Reality And Board Games
Kenneth Y. T. Lim(1), Yuk Yi Wong(2), Ahmed Hazyl Hilmy(1)
1: National Institute of Education, Singapore; 2: St Joseph's Institution, Singapore
Watch the presentation video

This paper describes a learning activity using Augmented Reality (AR) which seeks to take advantage of the potential for learning about history and culture through exploration. This is represented by a garden in a university campus that affords visitors a scaffolded experience comprising a game-driven narrative in which visitors to the garden may assume the roles of different protagonists. In addition, we also sought to design a paper-based board-game for visitors who are not yet able to visit the garden in person. Both aspects of the learning activity – namely, the game-driven narratives in the actual garden as well as in the board-game equivalent – were piloted in December 2020. The study suggests that a combination of Augmented Reality, storyline and role-play could increase the probability of encounters with spontaneous elements in learners’ local environments that encourage learning.

Presenters
avatar for Kenneth Y. T. Lim

Kenneth Y. T. Lim

Research Scientist, National Institute of Education
i am interested in the design of learning environments which foreground the intuitions of learners
avatar for Hubert Cecotti

Hubert Cecotti

Assistant Professor, Fresno State
avatar for Pornphan Phichai

Pornphan Phichai

PhD Student, University of Glasgow
I am a third-year PhD student in Computing Science at the School of Computing Science, the University of Glasgow, UK.  I am interested in novel technologies on how to bring them to create a new interactive interface for museums and public use. I am currently doing research in HCI... Read More →


Wednesday June 2, 2021 7:00am - 8:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

8:00am EDT

Galleries, Libraries, Archives, & Museums - Oral Presentations 2
Presentations

Gamifying Digital Eleon
Jordan Tynes, Bryan Burns
Wellesley College, United States of America
Watch the presentation video

In development since 2016, Digital Eleon is a pedagogical virtual reality experience based on the current excavations of the Eastern Boeotia Archaeological Project (EBAP) at ancient Eleon in central Greece. The goal of Digital Eleon is to immerse users within aspects of the excavation process and make meaningful connections between the various areas of research conducted at the site. Through several phases of development, Digital Eleon users can tour the site, interact with excavated objects, visualize restoration of exposed architecture, and read background information about these various aspects of the project. This VR experience has been integrated into several classroom lesson plans, each time receiving feedback from students and other users, which has then informed the changes to succeeding versions. The lead development team is incorporating aspects of game design to make the experience of Digital Eleon more intuitive for both new and experienced VR users.
This presentation will briefly describe the overarching goals of Digital Eleon, including an overview of ancient Eleon’s settlement and funerary remains, and then focus on each version of the VR experience as it has evolved to address distinct educational objectives. The iterative development process parallels both the improvements to VR technology and our team’s understanding of techniques for enhancing the learning experience for VR users. We will share the ways that Digital Eleon can facilitate intuitive interactivity with data representative of vastly different scales, from large geographic terrain to small fragile objects, and highlight the unique learning opportunity created by this interactive visualization. Finally, we will demonstrate several features of the most recent version of Digital Eleon, which includes a “tutorial area” similar to those found in many popular digital games, offering a method for other developers to borrow insights from game design in their own approach to creating educational VR content.


Studio X: Experience, Explore, Experiment through XR at the University of Rochester
Meaghan Moody, Emily Sherwood
University of Rochester, United States of America
Watch the presentation video

As the hub for extended reality (XR) at the University of Rochester, Studio X fosters a community of cross-disciplinary collaboration, exploration, and peer-to-peer learning that lowers barriers to entry, inspires experimentation, and drives innovative research and teaching in immersive technologies. User research and needs analysis conducted in 2017 articulated a demand for an interdisciplinary space and program to support the university’s growing XR initiative. Over 60 faculty across 16 academic departments use these technologies in their research and leverage XR to enhance teaching and learning, recreate historical sites, improve virtual reality (VR) optics, and beyond. A central program and space housed in the library will help to facilitate the interdisciplinary collaboration and community that immersive technologies require. Furthermore, Studio X will engage new users of these technologies, introducing XR platforms and tools to students and thereby preparing them for higher-level coursework and potential careers.
In this presentation, we will provide an overview of the planned 3,000-square-foot space slated to open in fall 2021. We will discuss the history of the program and the research undertaken to develop Studio X. We will outline the different spaces available for collaboration, learning, and inspiration within Studio X as well as describe the expertise, technologies, and programming that will support users and foster a community of practice for XR.

Presenters
BB

Bryan Burns

Professor of Classical Studies, Wellesley College
Working with colleague Jordan Tynes on digital modeling and VR experience of archaeological excavations at ancient Eleon in central Greece.
avatar for Meaghan Moody

Meaghan Moody

Immersive Technologies Librarian, University of Rochester
avatar for Emily Sherwood

Emily Sherwood

Director, Digital Scholarship & Studio X, University of Rochester
Emily Sherwood is Director of Digital Scholarship and Studio X at University of Rochester’s River Campus Libraries. She is an alum of the Council on Library and Information Resources (CLIR) Postdoctoral Fellowship Program and the EDUCAUSE/CLIR Leading Change Institute. Emily holds... Read More →
avatar for Jordan Tynes

Jordan Tynes

Lecturer, CS; Director of Media Arts & Sciences, Wellesley College


Wednesday June 2, 2021 8:00am - 9:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

9:00am EDT

Doctoral Colloquium 2
The second DC session will be used for open discussion and networking - if you are a (PhD) student taking part in the conference, please come and visit, even if you do not have a talk in the DC!

Wednesday June 2, 2021 9:00am - 10:00am EDT
Graduate Student Lounge & Meeting Room iLRN Virtual Campus, powered by Virbela
  Student Forum (DC / DTS), Multi-Track

10:00am EDT

Guided Virtual Adventure: Modest Tree Xplorer: Turn Your Curriculum into An XR Experience
 https://www.youtube.com/watch?v=oqbjsRYg2QU

With robust and intuitive features, Xplorer puts the power to create interactive XR presentations back into the hands of the subject matter experts - you. By allowing you to apply simple, drag-and-drop features to your own content, Xplorer enables you to build visually stunning, interactive, and highly engaging presentations for any platform, simply, quickly, cost-effectively, and with minimal time-to-field. In this guided tour, you'll enter an Xplorer lesson from your own device where you can fully engage and interact within the environment while we walk you through the XR presentation creation process and demonstrate the benefits and learning outcomes.

Please download the Xplorer app, register your email address, and verify your email prior to the start of each session .

https://www.xplorer.studio

Presenters
avatar for Laura Bohnert

Laura Bohnert

Director of Public Relations and Marketing, Modest Tree
As the director of PR and Marketing at Modest Tree, I regularly engage in industry and public discussions, as well as research initiatives, regarding the impact of immersive technologies. A former instructor and PhD Candidate, I am excited to chat about the potential impact XR will... Read More →


Wednesday June 2, 2021 10:00am - 11:00am EDT
Xplorer Studio

11:30am EDT

XR Women Programming: Self-Care Wednesday
XR Women Programming: Self-Care Wednesday -Tricia Blake: Empowered in My Skin

Session Chairs
avatar for Karen Alexander

Karen Alexander

Co-Founder & Executive Director, XR Women
avatar for Julie Smithson

Julie Smithson

Chief Education & Learning Officer, MetaVRse

Wednesday June 2, 2021 11:30am - 1:30pm EDT
XR Women Hall iLRN Virtual Campus, powered by Virbela

12:00pm EDT

The Technology May Be New But the Users’ Operating System Is Old
John Falk, Institute for Learning Innovation

Every year some new exciting technology is invented that pushes the boundaries of how, when, where and what can be communicated; each with its own unique operating affordances.  However, the basic operating system of those who use these new systems, us humans, has not fundamentally changed in hundreds of thousands of years. Yes, we are always culturally adapting to new technologies and there is some evidence that our minds are structurally modified in response to these new modes of operating, but the fundamental underlying capabilities of the human mind, how we learn and why we learn has remained remarkably constant. This talk will discuss what we know about some of these fundamentals of human learning with particular reference to how to apply these understandings to users within free-choice settings such as galleries, libraries, archives and museums.
 

Presenters
avatar for John H Falk

John H Falk

Director, Institute for Learning Innovation


Wednesday June 2, 2021 12:00pm - 1:00pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

4:00pm EDT

Featured Speaker Kavya Pearlman: Safeguarding eXtended Realities
Join Kavya Pearlman to learn HOW @XRSIdotorg & orgs around the world are playing their part in “Safeguarding eXtended Realities”

#XRSafety #VR #AR #XR #XRSI

Wednesday June 2, 2021 4:00pm - 4:30pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

7:30pm EDT

Inclusion, Diversity, Equity, Access, & Social Justice - Special Session 1: Essential Ethics for Immersive Learning Practitioners
Essential Ethics for Immersive Learning Practitioners
Daniel Livingstone
The Glasgow Shool of Artrica, United Kingdom
Watch the presentation video

This presentation will introduce essential ethical issues for XR practitioners working in educational, commercial or entertainment application areas. While many of the underlying ethical issues are fundamentally the same as those experienced with other digital technologies (such as games, virtual worlds, social media), the immersive nature of extended reality applications can bring issues into sharper relief with potentially more significant consequences. With a rich history of problematic use of information systems and growing awareness of how technology can help embed inequalities and inequities, ignorance is no excuse.
In this presentation, and the following discussion, we'll explore a range of case studies that highlight ethical challenges that XR developers are likely to encounter or where failure to consider issues has led to real problems and negative user experiences in XR. We will also explore published ethics guidelines and professional codes of conduct that may be helpful for XR practitioners.

Presenters
avatar for Daniel Livingstone

Daniel Livingstone

Reader in Games & Learning Technology, The Glasgow Shool of Art
Daniel Livingstone is a Reader in Games and Education Technology at The Glasgow School of Art, in the School of Simulation and Visualisation.Daniel is also the programme leader for the School's MSc in Serious Games and Virtual Reality.



Wednesday June 2, 2021 7:30pm - 8:30pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

8:30pm EDT

BostonVR: The Role of the Body in the Future of XR for Education
https://www.meetup.com/Boston-Virtual-Reality/events/277836809/


Note: event will be recorded but you must be a member of BostonVR to access, so join them!


Presenters
avatar for Karen Alexander

Karen Alexander

Co-Founder & Executive Director, XR Women


Wednesday June 2, 2021 8:30pm - 9:30pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela
 
Thursday, June 3
 

7:00am EDT

Inclusion, Diversity, Equity, Access, & Social Justice - Oral Presentations 1
​​​​Presentations

Comparison of Direct and Vicarious VR Learning Experience: A Perspective from Accessibility and Equity
Gege Li, Heng Luo, Shaopeng Hou, Min Zhu
Central China Normal University, China, People's Republic of
Watch the presentation video​​​

A common challenge for adopting virtual reality (VR) in education is that limited VR devices are often shared among a large group of students. Consequently, there are two types of VR learners: Performers who acquire virtual learning experience through direct engagement in VR and observers who acquire such experience vicariously through observation. To explore the influence of learner type on VR learning, this study conducted a quasi-experiment with 53 elementary school students to examine the difference in VR learning experiences between the performers and the observers. The study results supported the observed VR learning experience as an adequate alternative to direct VR engagement as the observers demonstrated overall comparable learning patterns in reflection, emotion, engagement, and social interaction during the post-VR debriefing, except for the behaviors of recall and interpretation. The research findings can shed light on the issues of accessibility and equity in VR-based instruction and inform the design and implementation of large-scale VR educational programs.

Student Engagement with Reduced Bias in a Virtual Classroom Environment
Ray Freiwirth1, Esther Brandon
1; The Commons XR, United States of America; 2: Brandeis University, United States of America
Watch the presentation video

To Transcend is critical, but the path must contain a mechanism to both combat dis-engagement and bias in a classroom environment. Why bias and engagement issues as one; because one can create an issue with the other. Not all engagement issues are bias related, but many are. And not all bias issues may create dis-engagement, but certainly there are many studies that seem to point that it can. Why not use tools in the classroom that can improve engagement and reduce both explicit and implicit bias? Virtual reality is one such tool if used correctly. Join us to explore the possibilities of a classroom environment that might help out the next generation of students to transcend the norms of today!

Presenters
RF

Ray Freiwirth

Student / Startup Founder, The Commons XR
avatar for Esther Brandon

Esther Brandon

Digital Literacy Specialist, Brandeis University
Esther Brandon is the Digital Literacy Specialist for undergraduate and graduate programs at Brandeis University. She is an enthusiastic seeker of new instructional technologies, focused on best teaching practices. Esther holds a Masters of Arts in Teaching in Secondary Education... Read More →
avatar for Gege Li

Gege Li

Research Assistant, Central China Normal University
Gege Li is a postgraduate student in Faculty of Artificial Intelligence in Central China Normal University. She is interested in online learning and VR in education.


Thursday June 3, 2021 7:00am - 8:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

7:00am EDT

Guided Virtual Adventure: VEDS - Virtual Experience Design Space
The Virtual Experience Design Space (VEDS) is an ever-evolving space in Mozilla Hubs to help vlearning practioners and stakeholders think through the key design elements of a virtual experience whilst being in a virtual environment. The space takes a number of different design tools and allows users to use them as a basis for discussion, with users accessing the space from their WebXR compatible browser of VR headset. The space currently includes 4 different design tools: a dichotomies space (where you can rank different features - such as linear/freeform or synchronous/asynchronous - against a variety of different design factors - such as cost, importance, time, risk), Sara de Freitas's 4D framework for vLearning design, Bob Stone's 3 Fidelities model and Bybee's 5E eLearning design model. Hubs has its own set of generic collaboration tools which can be used alongside these models, and a few useful extra elements are provided. The session will guide participants through the different models and how to use them in the design of immersive 3D experiences. The space is on 24/7 public access and participants (and all iLRN delegates) are free to use the space afterwards in their own activities.

https://dadenblog.blogspot.com/2021/02/introducing-veds-mozilla-hubs-based.html 

Presenters
avatar for David Burden

David Burden

Principal Consultant, Daden Limited
Working in 3D immersive environments since 1996.


Thursday June 3, 2021 7:00am - 8:00am EDT
Mozilla Hubs

8:00am EDT

Inclusion, Diversity, Equity, Access, & Social Justice - Oral Presentations 2
Presentations

ActiVaR: XR for Education in Sustainable Development
Jimmy Vainstein, Diego Angel-Urdinola
The World Bank, United States of America

The World Bank started the deployment of VR, AR and immersive tools to support Education institutions in Ecuador to develop, improve, and reinforce students’ skills. The use of the technology aimed to help technical institutes overcome challenges related to imitations in availability of hands-on training, costly equipment or access to proper content and learning situations. Education institutions in developing countries generally lack resources to equip, maintain, and update laboratories, which are an important resource to develop, improve, and reinforce students’ skills. Augmented Reality (AR) and Virtual reality (VR) technologies have promising potential as tools to develop cost-effective virtual labs. The presentation will showcase the World Bank’s strategy for evaluating the impact of the Active Training Using Augmented and Virtual Reality “ActiVaR” Program, a pilot program that seeks to assess the effectiveness of using Zspace based Virtual Labs to deliver training in auto-mechanics in a selected Technical and Technological Program in Ecuador, in addition to Industrial Risk VR headset-based simulations. The program seeks to improve basic cognitive skills of students after they have been exposed to the basic principles of the operation of internal combustion engines and general industrial safety practices.

Inclusive VR through Inclusive Co-Design with Neurodiverse Learners
Ibrahim Dahlstrom-Hakki(1), Teon Edwards(1), Jamie Larsen(1), Zachary Alstad(1), Gerald Belton(2), Daniel Lougen(2), Daniel Santana(2)
1: TERC; 2: Landmark College
Watch the presentation video

This paper reports on a fully inclusive co-design process of an informal VR science game intended to be accessible to a broad range of learners. The co-design embraces the 'nothing about us without us' movement by ensuring that stakeholder voices have a prominent role throughout the design process. In the project described in this paper, professional designers and researchers work with a team of neurodiverse stakeholders as peer members of the design team. The design process is described, and the findings based on feedback from all co-design participants is reported. Recommendations for others in the field are provided to help guide those interested in implementing an effective and inclusive co-design process.

Presenters
avatar for Jimmy Vainstein

Jimmy Vainstein

Sr. Program Manager, The World Bank
avatar for Ibrahim Dahlstrom-Hakki

Ibrahim Dahlstrom-Hakki

Senior Research Scientist, Technical Education Research Centers (TERC)


Thursday June 3, 2021 8:00am - 9:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

9:00am EDT

K-12 STEM Education - Oral Presentations 5
Presentations


AI, Robotics, Biomimicry And Inquiry Learning In The Primary And Secondary Classroom
Jason Milner(1), Lauren Heath(2), Brenda Gahan(2)
1: Knox Grammar Preparatory School, Australia; 2: Wahroonga Preparatory School, Australia
Watch the presentation video

This presentation will be based upon an immersive inquiry unit developed to assist Year Three students in the exploration and transformation of learning when studying concepts based around living things, adaptation and biomimicry. During this session, participants will be taken on the unit’s journey exploring the necessary skillset, toolset and mindset in successfully implementing this unit of work. We will explicitly discuss the pedagogies, use of hardware, software and look at examples of student work and their thinking.
This presentation is important and relevant as it allows educators to see examples of how this approach to learning encourages students to empathise with current issues people are facing through the integration of the UN Sustainable Development Goal 3 and demonstrates how the necessary skills and background knowledge to create with artificial intelligence can be taught in a relevant, meaningful and engaging manner.
Through the use of a big idea ‘adaptation’ and by using the Kath Murdoch Inquiry Framework and essential questions, this unit demonstrates the vitality of empowering students by creating a rich and real world learning experience. Students are guided through a range of learning activities and scientific experiments to assist them in forming a deep understanding of the content at hand and developing a range of skills in design and production, STEAM, artificial intelligence, robotics and coding. Student’s knowledge is also supported by case studies including Leonardo Da Vinci’s work in flying machines, and more modern uses of biomimicry. Finally, students explore the mechanics and adaptations made by certain animals and insects. Students demonstrate their learning and understandings by completing a challenge, which includes creating an invention which uses biomimicry. They must build a functioning prototype using AI and robotics to solve a target within UN Sustainable Development Goal 3.

Presenters
avatar for Brenda Gahan

Brenda Gahan

Science Teacher and Gifted Coordinator, Wahroonga Preparatory School
Brenda is an educator with over 17 years of experience as a classroom teacher, learning enhancement specialist, and is currently the Science Specialist and Gifted and Talented Coordinator for Wahroonga Preparatory School, Sydney. She has a passion for supporting students to reach... Read More →
avatar for Lauren Heath

Lauren Heath

Teacher, Wahroonga Preparatory School
avatar for Jason Milner

Jason Milner

ICT Integrator, Knox Grammar Preparatory School
As a Primary School ICT Integrator across two campuses at Knox Grammar School, Jason leads teams and projects focusing on embedding a range of innovative practices utilising technology in education. For the whole schooling community, he has three areas of focus which are essential... Read More →


Thursday June 3, 2021 9:00am - 10:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

10:00am EDT

Featured Panel "Using Digital Games to Build Social and Emotional Learning"
Presenters: Nandini Chatterjee, Vignesh Mukund and Anurati Srivastava

Social emotional skills and global citizenship have been recognized as fundamental competencies required in individuals to build peaceful and sustainable societies. However, the current mode of education, that is largely one-dimensional and lacks an experiential, agency-driven approach does not work effectively for SEL. Play is an evolutionary feature that enables mammals to acquire knowledge by exploration and experimentation. Games for Learning at UNESCO MGIEP believes in the potential of games to teach SEL to adolescents. This session will explore in depth the process of designing game-based courses that leverage the inherent qualities of video-games to create the ideal learning environment.

Presenters
NC

Nandini Chatterjee

Senior National Project Officer, UNESCO MGIEP
Nandini Chatterjee Singh is a cognitive neuroscientist and currently Senior Project Office at UNESCO MGIEP (Mahatma Gandhi Institute of Education for Peace and Sustainable Development, in New Delhi, India. Nandini heads the Rethinking Learning Team at MGIEP and is cshe developing... Read More →



Thursday June 3, 2021 10:00am - 11:00am EDT
Main Stage iLRN Virtual Campus, powered by Virbela

4:00pm EDT

Guided Virtual Adventure: ScienceVR: Lewis Carroll's Riddles and Games of Logic
Carroll's Riddles: The Game of Logic is a fantastical WebXR world based on the works of British logician and writer Lewis Carroll (1832-1898). You are invited on a journey to become immersed in Carroll’s mental landscape, led by Alice and the White Rabbit. Upon entering the virtual world, you meet others for a Tea Party before embarking on your quest to solve riddles and puzzles. Aided with an interactive Carroll Diagram, you travel through a garden by tackling logic riddles. This immersive journey is unlike any other, pushing the limits of your imagination and challenging you to find logic in a nonsensical world.    

Simple steps to join: Go online to the event link posted at the event time; no registration required!

https://hubs.sciencevr.com/SNc4fuh/lewis-carrolls-logical-garden

Presenters

Thursday June 3, 2021 4:00pm - 5:00pm EDT
Mozilla Hubs

6:00pm EDT

Featured Plenary Speaker: Designing Queer Technologies: A Critical Phenomenological Reorientation of Immersive and Interactive Learning
Dylan Paré (they/them) is a Ph.D. Candidate in the Learning Sciences at the University of Calgary, Werklund School of Education, and the Director of the Queer Code Collective (queercode.org), a design and research-based collective that designs, develops, and researches digital technologies and interactive art and storytelling with queer and trans experiences at the forefront. 
 
Dylan co-designs virtual, immersive, and interactive computational environments for learning about complex systems, computational thinking, and technology design. Their primary research project reimagines computational and technoscientific literacies by interweaving complexity studies, scholarship on embodiment, and queer and trans phenomenology. Within this overarching research project, Dylan researches multi-agent systems’ design to demonstrate how interacting and reasoning with multi-agent simulations of gender and sexuality-based marginalization can help us understand gender and sexuality experiences as complex, emergent, multi-level phenomena that involve dynamic interactions between individuals, groups, and institutions. This research also investigates how innovations in STEM, such as virtual reality and 3D sculpting, can be leveraged to queer learning environments and can offer emancipatory spaces and opportunities for supporting complex reasoning about social, scientific, and technological problems in society. The Queer Code Collective’s recently completed virtual reality project, Mementorium, extended previous research and design work on complex systems and embodied learning to the medium of interactive narrative and immersive, spatial exploration of objects in VR. Mementorium is designed to support learning about how STEM identity is shaped by moments of social biases and injustices that have cumulative effects and emphasizes our agency to recognize past harms and decide future actions.
 
Dylan’s collaborative work has been exhibited at ACM SIGGRAPH’s Immersive Pavilion (upcoming August 2021), the National Music Centre of Canada, Beakerhead science and technology festival, TEDx Calgary, the Banff Centre for Arts and Creativity, and Calgary’s Spark Science Centre. Their work has been recognized through prestigious scholarships and project funding in Canada and the US, such as Alberta Innovates (Technology), a Paul D. Fleck Fellowship from the Banff Centre for Arts and Creativity, Oculus Launch Pad, and TELUS Storyhive.
 
Dylan also runs a weekly live stream from VRChat with the Better Together VR crew, who explore virtual worlds and comment on artistic, technological, and societal aspects of design in social VR. The team also released an interactive, experiential learning, VRChat world called NASA Perseverance Rover on Mars, where visitors journey to Mars, the fourth planet from the sun, and experience its otherworldly, red terrain as they drive an accurate model of the NASA Perseverance Rover and discover information about the NASA Perseverance mission.

Keynote & Plenary Speakers
avatar for Dylan Paré

Dylan Paré

Director; Ph.D. Candidate in the Learning Sciences, University of Calgary, Queer Code Collective
Dylan Paré (they/them) is a Ph.D. Candidate in the Learning Sciences at the University of Calgary, Werklund School of Education, and the Director of the Queer Code Collective (queercode.org), a design and research-based collective that designs, develops, and researches digital technologies and interactive art and storytelling with queer and trans experiences at the forefront. Dylan co-designs virtual, immersive, and interactive computational environments for learni... Read More →



Thursday June 3, 2021 6:00pm - 7:00pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

7:30pm EDT

Basic Research & Theory - Panel Session 3: "What’s Next for Immersive Technologies in Higher Education? A Canadian Perspective"
What’s Next for Immersive Technologies in Higher Education? A Canadian Perspective
Paula MacDowell(1), Anthony Chaston(3), Russell Foubert(4), Don Leidl(1), Sean Maw(1), Rachel Ralph(5), Megan Smith(6), Rob Theriault(7)
1: University of Saskatchewan, Canada; 3: Mount Royal University, Canada; 4: Conestoga College, Canada; 5: The Centre for Digital Media, Canada; 6: The University of British Columbia, Canada; 7: Georgian College, Canada

Join us for a lively discussion with Canadian leaders in XR for higher education. The panel will share stories and insights on integrating immersive technologies in service to the teaching and learning mission. We will discuss administrative challenges, pedagogical opportunities, guidelines for HMD design, and strategies for building immersive learning communities. Panelists will highlight how we can work together to shape a more equitable, diverse, and inclusive XR future.

Presenters
avatar for Paula MacDowell

Paula MacDowell

Assistant Professor, University of Saskatchewan
Paula MacDowell, PhD, is an Assistant Professor in the Department of Curriculum Studies, University of Saskatchewan. Her area of specialization is in Educational Technology and Design (ETAD).
avatar for Anthony Chaston

Anthony Chaston

Associate Professor, Mount Royal University
I am a Team Leader and Event Organizer for Researchers in VR, a subgroup of Educators in VR. We host live research events including guest speakers, workshops and discussions each week in AltspaceVR. The goal of these events is to promote the development of a research community to... Read More →
RF

Russell Foubert

Chair, School of Applied Computer Science & IT, Conestoga College
avatar for Don Leidl

Don Leidl

Assistant Professor, University of Saskatchewan
Dr Don Leidl is an assistant professor in the College of Nursing at the University of Saskatchewan.  His research is focused on the use of VR technologies as an teaching strategy in undergraduate and continuing competency nursing education.
avatar for Sean Maw

Sean Maw

Assoc Professor, Huff Chair in Innovative Teaching, University of Saskatchewan
My colleagues and I have developed a VR environment for learning about trusses in first year engineering Statics courses.  The software teaches, assesses, and allows for play.
avatar for Rachel Ralph

Rachel Ralph

Faculty, Centre for Digital Media
I am very passionate about digital media and its growth and value. Currently I am supervising graduate student teams as a faculty member in project management, account management, strategist ideas, etc. while they work on a variety digital media projects (i.e., web platforms, websites... Read More →
avatar for Megan Smith

Megan Smith

Associate Professor - Creative Technologies, University of British Columbia
Megan Smith PhD is a new media artist currently working to bridge physical computing within virtual and augmented reality environments. Her art practice probes new systems for delivering syndicated data through narrative structure and she often works with geo-location, live-feed installation... Read More →
avatar for Rob Theriault

Rob Theriault

Immersive Technology Lead, Georgian College
Immersive Technology lead for Georgian College. My role is to help faculty and programs to explore and integrate virtual/augmented reality where appropriate and desirable. We have launched over 12 VR pilots and have VR labs at 4 campuses. Previously: Professor of paramedicine. Paramedic... Read More →


Thursday June 3, 2021 7:30pm - 8:30pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela
 
Friday, June 4
 

6:00am EDT

LCH W - 2 Augmenting Writing - An Exploration of Literacy In An Augmented World
During this session, participants will work through a series of activities which will demonstrate how to integrate augmented reality into Writing lessons. Through hands-on experiences, participants will explore the use of augmented reality to bring students writing, personally composed music and artworks alive creating an immersive experience for learners in the classroom. 

This is a unit of work focused on bringing together a range of key learning areas allowing for students to interact with learning in a range of different ways. It is expected that by the end of the session, participants will have developed their own story cube which can be used as a work sample if they choose to integrate this unit in their classroom 

This presentation is important and relevant as it allows for educators to understand how they can help students explore a range of skills including coding and content creation within augmented reality. By integrating these skills within writing, allows for an authentic exploration by redefining the task and increasing motivation and the development of future skills needed by students.

This workshop will take participants through step by step instructions on how to teach this unit in the classroom including composing music, creating digital artwork and creating an augmented reality experience. 

Participants will need to sign up for a free CoSpaces account to access using a trial code and download and print a Merge Cube. 

Presenters
avatar for Jason Milner

Jason Milner

ICT Integrator, Knox Grammar Preparatory School
As a Primary School ICT Integrator across two campuses at Knox Grammar School, Jason leads teams and projects focusing on embedding a range of innovative practices utilising technology in education. For the whole schooling community, he has three areas of focus which are essential... Read More →


Friday June 4, 2021 6:00am - 7:00am EDT
Innovation Garden Studios iLRN Virtual Campus, powered by Virbela

7:00am EDT

Workforce Development & Industry Training - Oral Presentations 1
Presentations

Look at It This Way: A Comparison of Metaphors for Directing the User's Gaze in eXtended Reality Training Systems
Filippo Gabriele Pratticò, Federico De Lorenzis, Fabrizio Lamberti
Politecnico di Torino, Italy
Watch the presentation video​​​

Interest is raising around extended reality training systems (XRTSs), which started to be considered as a credible option to train companies' workforce. Even though there is a growing body of literature on best practices and techniques to be adopted for teaching individuals how to perform a variety of operations (e.g., for assembly and maintenance procedures), there are also training situations which have gone mostly unexplored yet. In this paper, we propose and evaluate three different metaphors to face the key challenges associated with training procedures involving parallax-dependent tasks, i.e., tasks in which the instructor needs to make the trainee reach a target observation point and guide his/her attention towards a given point of interest at the same time. Effects observed through a user study that was run in a testbed environment indicated that metaphors based on 3D avatars and frustum visualization can provide important advantages over video-based techniques.


Asymmetrical Game Design Approaches Solve Didactic Problems in VR Engineer Trainings
Ulrike Meyer(1), Jonathan Becker(1), Thomas Müller(2), André Jeworutzki(1), Susanne Draheim(1), Kai von Luck(1)
1: University of Applied Sciences Hamburg, Germany; 2: EnBW
Watch the presentation video​​​

The use of VR in training groups for wind turbine engineers can cause didactic and practical problems. Integrating the whole group into the lesson and retaining attention and motivation while only one or two trainees wear a VR head mounted display (HMD) can be challenging for the trainer. Whereas VR HMDs isolate the users, engineering on wind turbines is a group effort. The problem is exacerbated when trainees need to use remote access to participate in the lesson, as can be the case under pandemic restrictions. We propose to use methods from asymmetrical game design and constructivist didactics to integrate participants without VR headsets into VR trainings for engineers.


Immersive Virtual Soft Skills Learning and Training of Employees: A Scoping Review
Tone Lise Dahl
SINTEF AS, Norway
Watch the presentation video​​​

Soft skills training is considered important for employees to be successful at work. Several companies are offering immersive virtual soft skills training with head-mounted displays. The main contribution of this paper is to provide an overview of the research literature within the field of using immersive virtual soft skills learning and training of employees. The results of this preliminary scoping review show that there is a lack of research literature and empirical studies within this topic.

Presenters
UM

Uli Meyer

VR Developer, Hamburg University of Applied Sciences
avatar for F. Gabriele Pratticò

F. Gabriele Pratticò

PhD Student, Politecnico di Torino
avatar for Tone Lise Dahl

Tone Lise Dahl

Research Scientist, SINTEF
A researcher within the field of Technology-Enhanced Learning (TEL), Extended Realities (VR,AR,MR), Digital Innovation and Knowledge Management at SINTEF Digital in Norway.


Friday June 4, 2021 7:00am - 8:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

8:00am EDT

Workforce Development & Industry Training - Oral Presentations 2
Presentations
 
The Missing Link: Blockchain for Digital Credential Tracking & Reporting
Steven Ring
Lehigh Career and Technical Institute, United States of America
Watch the presentation video​​​

Blockchain based digital credentialing will be introduced, and demonstrated how it can be used to track the progress of students in career and technical education (CTE). In addition to tracking progress in CTE, blockchain based digital credentialing also has the potential to track standards and help close a gap in school-to-career transition through possible alignment with Department of Labor Apprenticeship Programs. The information in this presentation will be targeted towards those in workforce development, industry training, and CTE. In addition to the requirements for a recorded video presentation, I plan on using the additional time to screen share the presentation and engage in questions and answers with the audience. At the conclusion of the presentation and Q&A session, the audience will have a better understanding of what blockchain is, how it can be used in education and workforce development to track progress, verify authenticity, and be used to target training. Additionally, we will go over benefits such as alignment of standards and authenticity in the credentialing aspect, and demonstrate how this is beneficial to students and future employers through choice, empowerment, and can lead the way towards more equitable outcomes.
 
 
Augmented Reality Supported Quality Assurance Demonstrator For Industry Use Cases
Nischita Sudharsan
Siemens AG, Germany
Watch the presentation video

The prototype was developed for a pressing plant where personnel need to assess the quality of large pressed parts. This could be, for instance, to check if holes are punched correctly or if special markings are present at the right positions. The prototype was developed on Hololens 2 using Unity 3D.
Challenge: Personnel inspecting the parts for anomalies take 15-20 minutes. 2D reference material slows down the process of inspection as the user needs to go back and forth to understand where to look and check for intricate anomalies. This process is error-prone, especially when there are too many items to be checked in succession on large parts.
Solution: The AR application reduces inspection time to under 5 minutes. The exact overlaying of a 3D model of the pressed part on the physical object, enables identifiers to be positioned over specific areas of interest. This enables the personnel to focus very quickly on check points, rather than remember or refer to external information. This is then followed by an instructional sequence which helps in validating the precision and quality. The app also provides for media shown directly at check points which facilitate reference based checks. With simple and intuitive gestures, the anomalies can be registered, consequently removing the need to “learn” how to use the app. Protocoling of the results, by taking photos/videos or simple UI features, is done directly through the app communicating with a server. The added feature of user management allows for storing of protocols based on the user currently logged in. This can then be revisited by the same or another user.
As part of future research, we aim to optimize the application to include tracking, modification and automation of content within the app.

Presenters
SR

Steven Ring

Instructor, Lehigh Career and Technical Institute
avatar for Nischita Sudharsan

Nischita Sudharsan

Project manager/Engineer, Siemens AG


Friday June 4, 2021 8:00am - 9:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

9:00am EDT

Divergent Thinking Session 1
Friday June 4, 2021 9:00am - 10:00am EDT
Graduate Student Lounge & Meeting Room iLRN Virtual Campus, powered by Virbela

11:30am EDT

Guided Virtual Adventure: AltSpace VR: Guided Mindfulness Imagery Adventure to Enhance Emotional Wellbeing

https://www.eventbrite.com/e/ilrn-tour-a-guided-environmental-mindfulness-wellbeing-practice-tickets-156106961123

During the guided mindfulness practice, participants will be engaging in listening to the guided imagery practice and will be invited to participate in the mindful breathing, movement, and observation practice. The Guided Mindful Rainbow Practice and the Somewhere Over the Rainbow movement practice will be nourish and cultivate emotional and physical wellbeing in the virtual world and transferable to the physical-real world after the adventure. The intention of this guided practice adventure is to influence personal wellbeing and contribute to enhancing positive, social connections in the virtual world.

https://account.altvr.com/events/1695949133904347650

Tour capacity: 15

Presenters
RR

Roxann Riskin

Learning Experience Coach & Mindfulness Educator, NOVO Ed


Friday June 4, 2021 11:30am - 12:30pm EDT
AltSpaceVR

2:00pm EDT

iLRN Pie & Coffee
*Friday, June 4th*
**2:00pm EDT**
*iLRN Virtual Campus: iLRN Cafe*
* * * * * * * * * * * * * * * * * * * * *
* Today's iLRN Pie and Coffee! *
* * * * * * * * * * * * * * * * * * * * *
**AR Used in Industry to Improve Job Performance**
@Yao#2953 Huang, Florida State University
Twitter: @IDTyao

Drawing attention to exploring the use of AR from learning to job performance support. Please check out this article from Harvard Business Review for more information: https://hbr.org/2017/03/augmented-reality-is-already-improving-worker-performance




Please check back to find Session Topics to be Announced by 2pm the day before this event (2021-06-03) >>

See something recently in the news or see a recent journal article you'd like to chat about? Submit a current or emerging news or journal article & host an unconference gathering on the iLRN Virtual Campus or the iLRN Discord Server to discuss it with your peers and colleagues in the Immersive Learning Research Network - then tweet all about your discussion!

https://forms.gle/uoVeLpzRiXYzaDXSA

* Put a line on your Vita!
* See a wild new product or blog post about XR Technologies?
* Get credit for being the first to submit a fresh trend or topic to iLRN's State of XR project!
* Bring attention to a grant RFP that you noticed and discuss with potential collaborators!
* Talk about your own recent publication - and give us the hyperlink!
* Does your grant project team have some fresh news you want to share?
* What's the most amazing or terrible learning trend happening right now?
* gee, you can even submit a hyperlink to an iLRN thing and gossip about us!

Check the iLRN Discord for Pie & Coffee channels as proposed sessions are scheduled and accepted for sessions

Presenters
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network



Friday June 4, 2021 2:00pm - 3:00pm EDT
iLRN Cafe

7:30pm EDT

Language, Culture, & Heritage - Special Session 1: Recreated! A WebVR Tour of an Asian American Historically Endangered Site
Recreated! A WebVR Tour of an Asian American Historically Endangered Site
Keely Canniff, Dan Cliburn, Joshua Salyers
University of the Pacific, United States of America

NOTE: this entire session happens in Hubs and space is limited to 25.  If that limit is reached, you can still observe the session but not interact with the other attendees.
 
Join us for a virtual tour through a historically endangered landmark recreated in VR! Using webXR, participants will be guided through the historic area of Little Manila located in Stockton, California. Little Manila was once home to one of the largest populations of Filipinos outside of the Philippines. Unfortunately, most of the area was torn down to make way for the Crosstown Freeway. Today, only three Little Manila era buildings exist. The only way you can visit the historic town of Little Manila is in VR.

https://hubs.mozilla.com/B9i2Eo4/little-manila-ilrn-2021/

Presenters
avatar for Keely Canniff

Keely Canniff

University of the Pacific
DC

Daniel Cliburn

Professor, University of the Pacific
JS

Joshua Salyers

Assistant Professor, University of the Pacific



Friday June 4, 2021 7:30pm - 8:30pm EDT
Mozilla Hubs
 
Saturday, June 5
 

7:00am EDT

Language, Culture, & Heritage - Oral Presentations 1
Presentations
 
Fostering Religion Learning Through Immersive Experiences: A Pilot Study
Verena Wetzel, Andreas Dengel
University of Würzburg, Germany
Watch the presentation video

The corona pandemic is forcing all educational institutions to use numerous digitalized forms of teaching due to strict contact restrictions. Since students grow up in an environment already shaped by technology, the assumption arises that such virtual teaching methods, especially those integrating immersive technology, could enhance the learning process of the learners. Especially in the subject Religion, abstract, often intangible and topics without immediate relation to the students’ everyday lives are addressed, resulting in students lack’ of motivation and interest. As several theories and studies have already shown that digitized forms of learning have a supporting effect on factors relevant for students’ learning, an immersive learning environment for learning the topic “Professions in Jerusalem” of the subject Religion was developed, which is a market place in Bethlehem in the time of Jesus. As a time-traveling journalist, the player has the task of interviewing the various profession groups in order to write a newspaper article as the final product. To support the assumption that this immersive experience can foster learning in Religion classrooms, a small sample of ten students was used to evaluate the experience. The results of a pre-/post-test comparison give first indicators that factors influencing learning processes in the Religion classroom can be increased through immersive teaching settings. To address some of the occurred issues during the study, the promotion and expansion of digitization seems to be of great priority in order to realize immersive teaching settings without major problems in the future.
 
 
Learning Organology in Virtual Reality: A Pilot Study for Music Education
Marie Haferkamp, Andreas Dengel
University of Würzburg, Germany
Watch the presentation video​​​

A method for teaching institutionally that started to rise in the past few years is immersive learning. This article considers the learning success of children on the subject of organology. The question involved is, if a virtual reality environment on the tale “Peter and the Wolf” has a positive effect on the knowledge retention of primary school students relating to various instruments’ sound, appearance, hearing impression and groups. In a first pilot study for evaluating this educational virtual environment, eight children filled out a questionnaire before playing the virtual reality environment and after the learning experience. The findings indicate that the environment on the topic of “Peter and the Wolf” could have a positive effect on knowledge retention for fundamental aspects of organology. These first findings for using virtual environments in Music Education encourage the further investigation of using immersive media for teaching and learning in the subject Music.
 
 
Catching Up With The Future: Language Learning With Extended Reality (XR) & Game-Based Learning (GBL)
Stephanie Woessner
Landesmedienzentrum Baden-Württemberg, Germany
Watch the presentation video​​​

Education in the 21st century requires rethinking and transforming learning, which in turn requires well-trained educators who do no longer see their primary purpose in transferring factual knowledge to children but whose mission it is to make the world a better place by allowing students to be active learners so they will be able to help shape the future as world citizens. This involves 21st century skills as well as the ability to, for instance, communicate in intercultural settings. Before they can help students develop these skills, however, educators need to master, live and breathe them themselves.
Particularly innovative approaches integrating Extended Reality and game-based learning can help us rethink education. My presentation will focus on different projects my students have worked on since 2012. The projects are all rooted in a mindset that aspires to make intercultural foreign language learning an experience.
The projects will be
- a virtual exchange simulation from 2012-2016 that was an inspiration for further projects when Extended Reality became accessible
- a project where students recreated a novel in a foreign language in VR
- a project focusing on binational creative collaboration and cooperation in VR
- a project idea allowing students to learn about historic events in an approach that combines storytelling, rap music and AR, MR and VR
- an immersive escape game for language learning
- ideas how to use Minetest for learning languages
These projects can all be adapted to different purposes and groups of learners. They can all be implemented by using tools that are easily accessible for all teachers

Presenters
avatar for Andreas Dengel

Andreas Dengel

Research Associate, University of Würzburg
avatar for Stephanie Woessner

Stephanie Woessner

Freelance speaker and consultant for innovation in education (extended reality, game-based learning)
Freelance speaker and consultant for innovation in education (extended reality, game-based learning)


Saturday June 5, 2021 7:00am - 8:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela
  Oral Presentations, Core Track: Language Culture & Heritage

8:00am EDT

Basic Research & Theory - Oral Presentations 1
Presentations

VERITAS: Mind-mapping in Virtual Reality
Robert Sims, Abhijit Karnik
Lancaster University, United Kingdom
Watch the presentation video 

Inquiry based learning is a modern and innovative learning strategy that aims to stimulate students’ interest in a topic and target Bloom’s higher order cognitive process. Reflective tasks, such as mind mapping, support inquiry-based learning. Virtual Reality (VR) presents novel opportunities to help scaffold reflective tasks in inquiry-based learning by supporting use of the 3D space which is not available via existing 2D mind mapping applications. In this paper we present VERITAS, a VR application for mind-mapping based reflective tasks operating on the low-cost Oculus Go device. We discuss the interaction design for the mind-mapping task and evaluate the system from a usability perspective. Our results show that novice participants are able to learn how to use the interactions quickly and utilize them effectively to build mind-maps in 3D. VERITAS establishes the usability of VR and essential interactions to successfully perform abstract and complex reflective tasks like mind-mapping.


Space, a Central Frontier – The Role of Spatial Abilities When Learning the Structure of 3D AR Objects
Jule Marleen Krüger, Daniel Bodemer
University of Duisburg-Essen, Germany
Watch the presentation video

Learning about three-dimensional (3D) objects is the focus of many augmented reality (AR) applications. Although this underlines the importance of spatiality in AR experiences, learners’ spatial abilities should be considered in this context. While spatial abilities may compensate for the lack of spatial information in 2D representations (ability-as-compensator hypothesis), they may also be necessary for learning with 3D representations in the first place (ability-as-enhancer hypothesis). In the current study, we examine the role 3D spatial visualization abilities and 2D spatial memory abilities may play when learning with 3D AR objects. Both variables were measured in an exploratory pilot study in which N = 33 participants learned about the spatial structure of the modules of the International Space Station (ISS) with either an AR or a non-AR mobile application. We found that spatial abilities indeed had moderating effects on achievement in the learning task and knowledge test, although the results are inconclusive concerning an ability-as-enhancer or compensator hypothesis. We discuss the results and conclude that it is necessary that researchers take a closer look at the role of learners’ spatial abilities when learning with 3D representations in AR. With additional insights, practitioners can then make informed decisions on using AR applications.


ELLE-ments of Learning: A Framework for Analyzing Multimodal Technical Communication Strategies in an Educational VR Game
Emily Kuzneski Johnson
University of Central Florida, United States of America
Watch the presentation video

This paper provides a brief overview of technical communication following Peirce’s [2] firstness (aesthetics), secondness (action promotion), and thirdness (explicit explanation), and identifies each of these categories in an educational language learning virtual reality (VR) game created at a university, ELLE-ments of Learning. The framework described here can help game researchers better understand, evaluate, and discuss the ways in which games communicate with players and can also be used by game designers and developers to ensure their games convey important and complicated information to players effectively in each of Peirce’s three categories.

Presenters
RM

Robert Matthew Sims

Lancaster University
avatar for Jule Marleen Krüger

Jule Marleen Krüger

Research Associate & Doctoral Student, University of Duisburg-Essen
I am a 4th year PhD student at the University of Duisburg-Essen in Germany with a background in Psychology. In my research I examine how AR can effectively and efficiently support learning. In this, I especially focus on three characteristics of AR, which are framed from a human-centered... Read More →
avatar for Emily Kuzneski Johnson

Emily Kuzneski Johnson

Assistant Professor, University of Central Florida
Please see the Zoom link for my video - the transcripts are inaccurate and partially missing in the iLRN YouTube version.https://ucf.zoom.us/rec/share/qID2ItKXv1bdCEc9WyKu8csQWoZSXNafOqB6WUkrKyCjUFyBlwgVvvWv_ABX9WOX.Y_mrxsIAHhRlT1c-


Saturday June 5, 2021 8:00am - 9:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

9:00am EDT

Language, Culture, & Heritage - Workshop: Rhapsodies in the 5th: Presenting Noma! An XR Experience
Rhapsodies in the 5th: Presenting Noma! An XR Experience
Nyambura M. Waruingi
Akoia & Company Ltd, Kenya
 
RHAPSODIES IN THE 5TH is a presentation providing a case study on language, culture and heritage practices as a result of the emerging art-based XR experiences created, produced, and disseminated to audiences in Nairobi, Kenya. It gives a local perspective on XR artwork development, production, and distribution. The focus is NOMA! AN XR EXPERIENCE, a location-based experience.
The experience ran from Jan 23rd to Feb 4th, 2020, at the Goethe-Institut in Nairobi, featuring XR artwork produced from experiments with visual arts and VR and AR tools. In directing and curating this experience, I was interested in how these XR experiences would work on smartphones and via web, particularly in Kenya where mobile penetration is highest in East Africa and the internet more widely available because of affordable data packages.
In turn, NOMA! functions as a cultural site for linguistic and technological translations in the creation and production of XR artworks. In producing this experience, I questioned how to make technologies accessible outside of English and in a local manner. This focus on access expands the conversation to include: the use of readily available software and hardware tools, and XR artwork production targeting a growing audience/market of smartphone users, which would translate into revenue via web XR experiences, mobile apps, and locally produced headsets.
In summary, RHAPSODIES IN THE 5TH presents: the emerging XR art experiences in Nairobi, Kenya, giving artists tools to explore different encounters of their work; how to develop access to cultural experiences outside of the designated galleries, museums, and libraries; the function of local languages in expanding technological access; and, emerging knowledge on developing audiences for XR art experiences for web and smartphones in an environment where mobile telephony penetration is rapidly shifting the digital landscape.
 

Presenters
avatar for Nyambura M. Waruingi

Nyambura M. Waruingi

Founder & Creative Director, Akoia & Company Ltd
Nyambura M. Waruingi creates, curates, produces, and collaborates across various artistic expressions, encountering unique ways to imagine new worlds through trans-media and immersive storytelling, and focusing on producing extended reality experiences. She is a cultural activist... Read More →



Saturday June 5, 2021 9:00am - 11:00am EDT
Innovation Garden Studios iLRN Virtual Campus, powered by Virbela

2:00pm EDT

Guided Virtual Adventure: ScienceVR: Lewis Carroll's Riddles and Games of Logic
Carroll's Riddles: The Game of Logic is a fantastical WebXR world based on the works of British logician and writer Lewis Carroll (1832-1898). You are invited on a journey to become immersed in Carroll’s mental landscape, led by Alice and the White Rabbit. Upon entering the virtual world, you meet others for a Tea Party before embarking on your quest to solve riddles and puzzles. Aided with an interactive Carroll Diagram, you travel through a garden by tackling logic riddles. This immersive journey is unlike any other, pushing the limits of your imagination and challenging you to find logic in a nonsensical world.    

Simple steps to join: Go online to the event link posted at the event time; no registration required!

https://hubs.sciencevr.com/SNc4fuh/lewis-carrolls-logical-garden

Presenters

Saturday June 5, 2021 2:00pm - 3:00pm EDT
Mozilla Hubs

4:00pm EDT

Guided Virtual Adventure: Second Life: Discover problem-solving abilities to confront life threatening challenges in the Quest for the Galaxy Language
In this adventure people will discover universal problem-solving abilities to confront life threatening challenges. It is presented as a science fiction story that began with a visit from Extraterrestrials who appeared as Avatars on Inspiration Island in Second Life and encouraged people to learn the Galaxy Language. The ETs left guidelines for creating a visual and musical language to help hold onto the value of life even in the worst of times. The guidelines are presented as questions to explore in a set of six Magic Drums and a Community Drum. The Drums represent ancient traditions of communicating with sound and images as people share their ideas and stories as examples of the Galaxy Language. Join our quest and share ideas for problem-solving methods in these challenging times.

Presenters
KB

Kara Bennett

Psychologist, Elder Voices


Saturday June 5, 2021 4:00pm - 5:00pm EDT
Second Life

4:00pm EDT

Language, Culture, & Heritage - Panel Session 1: Immersive Storytelling in Virtual Worlds for Transcendence
Immersive Storytelling in Virtual Worlds for Transcendence
Philp Heike(1), Helena Galani(2), Doris Molero,  Amany Alkhayat (3)
1: Let's talk online sprl, Belgium; 2: Independent teacher, Greece; 3: Independent teacher, Brazil
 
With the advent of Virtual Worlds, new horizons have opened up for Education, especially so in the pandemic era. During this iLRN2021 Panel Discussion, we will present the main challenges addressed and the outcomes produced towards inspiring the participants to transcend previous achievements throughout our workshop "Immersive Storytelling In Virtual Worlds". For five weeks earlier this year, with moderators and 110 participant teachers, our EVO session focused on the skills, methods and techniques required for promoting the use of VWs for Immersive Storytelling in the new classroom. The affordances of a 3D user-created Virtual environment such as OpenSim can prove indispensable to the language teacher, educator, tutor, course designer or trainer moving their classes online or resorting to hybrid and blended practices, at any stage of the Educational system. The process of recreating popular narratives in Virtual Worlds can effectively accelerate immersive language acquisition by motivating learners to take charge of their own education with an avatar, in a creative, imaginative and memorable way.

Presenters
avatar for Heike Philp

Heike Philp

CEO, letstalkonline
Heike Philp is CEO of let’s talk online sprl is an edtech and immersive learning integration specialist. Philp co-initiated four European funded projects on teaching and learning a language in real-time at a distance: LANCELOT (LANguage learning with CErtified Live Online Teachers... Read More →
avatar for Helena Galani

Helena Galani

(Online) Accredited Educator / Formal Assessor / TESOL Consultant, Hellenic Ministry of Education / Independent
Accredited TESOL/EAP (online) educator, Helena Galani (Dip. RSA, University of Cambridge/UCLES; M.A ELT, University of Nottingham) blends her lessons in immersive VWs for online, flipped and hybrid classes. She owns ELT Treasure Island, Kitely, OpenSim and taught/trained EFL teachers... Read More →
avatar for Dr. Doris Molero

Dr. Doris Molero

CEO, E-Language Center
Doris Molero (Ed.D) Passionate about language learning, instructional design, and related educational technologies, specifically 3D Multi-User Virtual Environments for situated, experiential, collaborative, project-based learning. Got her B.A. in Modern Languages from LUZ, holds a... Read More →
avatar for Amany Alkhayat

Amany Alkhayat

Amany Alkhayat is a doctoral student in the Instructional Technology and Media program at Teachers College, Columbia University. She is the founder and Chair of Technology Enhanced Language Learning SIG and VirtuaTeLL EdTech conference at NYS TESOL. She is a Udemy instructor, teaching... Read More →


Saturday June 5, 2021 4:00pm - 5:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

6:00pm EDT

Revitalization and Preservation of Indigenous Languages and Culture using XR
Join us in discussion on Indigenous Language and Culture Revitalization and Preservation principles and techniques using VR.  Elder Ernestine Baldwin will do opening prayer in Anishnaabemowin. Viewpoints of traditional and innovative methods of revitalization and preservation will be discussed and how the next generation of learners will be inspired.

Presenters
avatar for Ernestine Baldwin

Ernestine Baldwin

Ernestine Baldwin, traditional name is Nwaatin Kwe, Calm Water Woman A member of Chippewas of Nawash Unceeded First Nation. Ernestine went back to school at the age of 50 to re-learn her language and to become a teacher to pass the language onto the next generation. Ernestine is a... Read More →
avatar for Michele O'Brien

Michele O'Brien

Coordinator, Indigenous Studies, Liberal Arts, Georgian College
Michele O’Brien has been teaching in Indigenous Studies since January 2001 and has coordinated SHKI/ICSD and ANPD programs since 2008. She likes to create opportunities to enhance teaching practices within the programs, like this one, to coordinate the introduction of VR to the... Read More →
avatar for Angeline King

Angeline King

Teacher, Georgian College
Angeline King graduated with honours from the Anishnaabemowin and Program Development in 2016. After graduating, she taught Anishnaabemowin at a public school in Scarborough. Very happy to say we offered her a position she could not refuse! Angie recently received her OCT designation... Read More →


Saturday June 5, 2021 6:00pm - 7:30pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela
 
Sunday, June 6
 

7:00am EDT

Basic Research & Theory - Oral Presentations 2
Presentations
 
A Taxonomy for Immersive Experience Design
J. J. Ruscella(1), Mohammad F. Obeid(2)
1: AccessVR, Winchester, VA, USA; 2: Division of Applied Technology, Shenandoah University, Winchester, USA, VA
Watch the presentation video

Immersive technology platforms such as virtual reality (VR) are used by many to create experiences that allow for efficient training, visceral encounters, and faithful reproduction of places and times. This work investigates the various elements that contribute to the design of an effective immersive experience and proposes a taxonomy that establishes levels (ranks) for each of these elements.
 
 
A Longitudinal Study Of Students’ Perceptions Of Immersive Virtual Reality Teaching Interventions
Tanya Hill, Hanneke du Preez
University of Pretoria, South Africa
Watch the presentation video

A series of virtual reality (VR) sessions was developed to explore students’ perceptions of the use of VR as a teaching intervention during lectures in an undergraduate taxation module. The study was based on the theoretical framework of the Technology Acceptance Model (TAM) and the Educational Framework for immersive Learning (EFiL) and made use of a longitudinal multi-method research design approach. Data was gathered from 566 students over the academic year using three questionnaires which were statistically analyzed. Written reflections were also collected from students and these reflections were thematically analyzed.
The results show that students were positive about participating in a VR teaching intervention before they had been exposed to VR in the classroom and that they remained positive throughout the academic year as the VR interventions were rolled out on three different occasions. Students’ reflections were also overwhelmingly positive, and students believe that VR is an effective and innovative way to enhance learning.
The contribution of this research can be found in its use of a longitudinal study to provide understanding of the perceptions of undergraduate taxation students of the use of VR.
 
 
Integrating a Teaching Concept for the Use of Virtual Reality in University Teaching
Adrian Henrich(1), Tobias Schultze(1), Anette Weisbecker(1), Oliver Riedel(2)
1: IAT University of Stuttgart, Institute of Human Factors and Technology Management, Germany; 2: Fraunhofer IAO, Fraunhofer Institute for Industrial Engineering
Watch the presentation video

As many of the common mistakes made by engineering students are based on weak spatial imagination, the use of virtual reality could help to enhance those skills in undergraduate teaching. As part of a university lecture in product development that covers methods of product development and technical design, the use of virtual reality was integrated into an engineering exercise. Supplementing the usual technical tools like CAD, half of the 14 student groups were allowed to use a dedicated VR-application to review their machine designs in virtual reality. While the objective performance of those groups was not better in comparison to the “non-VR” groups, most of the student groups were able to identify design issues or mistakes through the use of VR, which they couldn’t find using only CAD. According to interviews, 69.7% of the VR-users reported that they were only able to experience and realize “the true spatial dimensions” through the use of VR.

Presenters
TS

Tobias Schultze

IAT University of Stuttgart
MF

Mohammad F. Obeid

Assistant Professor, Shenandoah University
avatar for Hanneke du Preez

Hanneke du Preez

Associate professor, University of Pretoria
I specializes in the fundamental principle of Taxation that includes the principles of equity, fairness, equality, simplicity, etc.  Her research also incorporates the history of Taxation with a focus on the African continent. In education, her interest is on blended learning with... Read More →



Sunday June 6, 2021 7:00am - 8:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

8:00am EDT

Basic Research & Theory - Oral Presentations 3
Presentations

Logibot: Promoting Engagement through Visual Programming in Virtual Reality
Robert Matthew Sims, Nathan Rutherford, Prashanthy Sukumaran, Nikola Yotov, Thomas Smith
Lancaster University, United Kingdom
Watch the presentation video​​​

In this study we assess the effects of teaching fundamental programming concepts through a virtual reality (VR) visual block-based programming application and its impact on engagement. As a comparison study, participants played an existing desktop-based game (Lightbot) and the developed VR game (Logibot) covering similar gameplay mechanics and block-based programming. Initial results indicate that traditional desktop applications are currently more engaging than VR for teaching programming. We thus identify the need for careful design of interaction methods to support ease of use and reward factors to promote engagement in VR-based learning applications beyond the initial wow-factor.


Influence of HMD Type and Spatial Ability on Experiences and Learning in Place-based Education
Pejman Sajjadi, Jiayan Zhao, Jan Oliver Wallgrun, Peter La Femina, Alexander Klippel
The Pennsylvania State University, United States of America
Watch the presentation video

With the emergence of different types of Head-Mounted Displays (HMDs), researchers and educators must make informed decisions on what HMDs best support their needs. When performing experiments with relatively large populations, these decisions are largely affected by the sensing-scaling tradeoff between high-end tethered HMDs and lower-end standalone systems. Higher sensing affords a richer experience, but it is also associated with higher costs in terms of the HMD itself and the need for VR-ready computers. These limitations often impede instructors from using high-end HMDs in an efficient way with larger populations. We report on the results of a study in the context of place-based immersive VR (iVR) Geoscience education that compares the experiences and learning of 45 students after going through an immersive virtual field trip, using either a lower-sensing but scalable Oculus Quest or a higher-sensing but tethered HTC Vive Pro. Our results indicate that students who used the Quest reported significantly higher levels of satisfaction but also more simulator sickness (although still a very low number on average) compared to those who used an HTC Vive Pro. Our findings suggest that with content design considerations, standalone HMDs can be a viable replacement for high-end systems in large-scale studies. Furthermore, our results also suggest that in the context of place-based iVR education, the spatial abilities of students (i.e., sense-of-direction) can be a determining factor in their experiences and learning, and therefore an important topic of study for designing effective place-based iVR experiences.



Presenters
RM

Robert Matthew Sims

Lancaster University
avatar for Pejman Sajjadi

Pejman Sajjadi

Postdoctoral Researcher, The Pennsylvania State University


Sunday June 6, 2021 8:00am - 9:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

9:00am EDT

Basic Research & Theory - Oral Presentations 10
Presentations

Talk with the hand: The Language of Gesture in Experiential, Interactive Media
Anna Marie Piersimoni, California State University, Northridge
Watch the presentation video

Immersive media and its technology are causing major shifts in our self-perception and expression in social relationships, and even, reality itself. This is made manifest through haptic and wearable technology in virtual environments, over distance as well as in a single space, especially that with geo-located interaction. It affects human communication and even language itself, particularly as expressed in gesture, one of the earliest forms of communication. It will include a summary of cultural/linguistic perceptual responses associated to gesture to identify gesture in human communication–as a precursor to language–as seen in primates, infant development, and language acquisition. It will further outline some definitions of gesture and unique properties of haptic technology: elements of touch, gaze, movement, force feedback, physical feedback, telepresence, multitouch, corporeal, gesturo-haptic writing.

Among specific items to explore:
• Identify gestural communication in games and interactive, immersive media
• Human to Machine Haptic Communication
• Human to Human Haptic Communication
• Emojis, Memes, other forms of non-verbal, non-textual communication
• Social Media: Visual modes of expression in groups and collaborative settings
• User Interface and Experience – controllers, head mounted devices, wearables.      

Presenters
avatar for Anna Marie Piersimoni

Anna Marie Piersimoni

Lecturer, California State University, Northridge
Media: Immersive Interactive, EmergingMA, Media Psychology, Fielding Graduate Uinversity. Currently teaching "New Directions in Digital Media at CSUN; Former Director of Digital Content Lab and Internet Publishing at American Film Institute (AFI); former producer/writer for ABC, KCET... Read More →


Sunday June 6, 2021 9:00am - 10:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

10:00am EDT

Guided Virtual Adventure: Art, Design, & Education - Workshopping your own Workshop
Platform/environment website
https://framevr.io/teaching

Tour guide(s)/leader(s)
Steve Guynup

Tour group capacity
6

Description
We've created a set of free virtual assets that can be used by entry level users to create their own custom education experiences. In our ILRN adventure, we'll run through Story Mazes, Discussion Boards, Class Space Presentations, and learning activities such as VR Refrigerator Magnet Poetry.

Target audience sector
K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning

Supported devices
Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access
Please explore FrameVR.io and create a free account. An account will be needed for you to edit worlds and import images.

Presenters
avatar for Steve Guynup

Steve Guynup

Hayfield Isovista
For the past decade, Isovista.org has run classes and internships in VR Art & Design in a Web3D/VR class space. Interns model virtual art installations and we share VR history, theory, and current works to push their creativity.>>Access Showcase contribution... Read More →


Sunday June 6, 2021 10:00am - 11:00am EDT
FrameVR https://framevr.io/poetry

7:00pm EDT

Guided Virtual Adventure: Art, Design, & Education - Workshopping your own Workshop
Platform/environment website
https://framevr.io/teaching

Tour guide(s)/leader(s)
Steve Guynup

Tour group capacity
6

Description
We've created a set of free virtual assets that can be used by entry level users to create their own custom education experiences. In our ILRN adventure, we'll run through Story Mazes, Discussion Boards, Class Space Presentations, and learning activities such as VR Refrigerator Magnet Poetry.

Target audience sector
K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning

Supported devices
Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access
Please explore FrameVR.io and create a free account. An account will be needed for you to edit worlds and import images.

Presenters
avatar for Steve Guynup

Steve Guynup

Hayfield Isovista
For the past decade, Isovista.org has run classes and internships in VR Art & Design in a Web3D/VR class space. Interns model virtual art installations and we share VR history, theory, and current works to push their creativity.>>Access Showcase contribution... Read More →


Sunday June 6, 2021 7:00pm - 8:00pm EDT
FrameVR https://framevr.io/poetry
 
Monday, June 7
 

7:00am EDT

Basic Research & Theory - Oral Presentations 4
Presentations

Failure and Success in Using Mozilla Hubs for Online Teaching in a Movie Production Course
Thommy Eriksson
Chalmers University of Technology, Sweden
Watch the presentation video

In the autumn 2020 the course Digital Movie Making was given in a fully online mode, due to the restrictions and lockdowns related to the covid-19 pandemic. With the intention of avoiding Zoom fatigue and provide a more creative and engaging online teaching environment, the social VR platform Mozilla Hubs was chosen for all the lectures, seminars and supervision. The two main reasons for choosing Mozilla Hubs were the openness of the platform, providing wide opportunities for creating and setting up your own virtual space, as well as the option to access the platform via a web browser. However, Mozilla Hubs have a number of usability and technical flaws, making it clumsy to use, and the initial course introduction and guest lecture suffered severe technical issues when all 25 students attended simultaneously. A decision was made to only use Mozilla Hubs for supervision, and this meetings with few students turned out successful. Based on the observations from these learning activities, a number of advantages and disadvantages with VR in general and Mozilla Hubs specifically is presented and discussed.


The Effect of Spatial Design on User Memory Performance Using the Method of Loci in Virtual Reality
Pierre-François Gerard, Frederic Fol Leymarie, William Latham
Goldsmiths, United Kingdom
Watch the presentation video

Based on the Method of Loci, the following experiment compares the effect of two different virtual environments on participants' memory performance. The primary task consists of remembering a sequence of random playing cards. Each virtual environment is based on a different architectural style with a different layout. One is inspired by a Palladian style architecture, and the other by a Modern curved architecture.


Attention management in a 'Smart' Classroom
Maria Erofeeva, Nils Oliver Klowait
Moscow School of Social and Economic Sciences, Russian Presidential Academy of National Economy and Public Administration, Russian Federation
Watch the presentation video

Today, technologies like interactive whiteboards, augmented and virtual reality serve as instructional aids to facilitate interactive learning. The aim of this paper is to study how the use of such technologies impacts the dynamics of classroom attention management. Employing a multimodal conversation-analytic framework, we analyze videorecordings of the first encounters with interactive whiteboards, augmented reality and virtual reality across twelve in-person classroom lessons set in four Russian secondary schools. This paper highlights how the teacher, faced with a breakdown of regular channels for managing attention (such as mutually-orientable gaze), uses their voice and body to facilitate the temporal coordination of student contributions, maintain focus on a given classroom activity, and visibly monitor classroom dynamics. The findings suggest means to alleviate tensions between new and old teaching methods, and provide further evidence on the need for a granular vocabulary for the analysis of body-orientation in a classroom context.

Presenters
avatar for Nils Oliver Klowait

Nils Oliver Klowait

Senior Research Fellow, Russian Presidential Academy of National Economy and Public Administration
avatar for Pierre-François Gerard

Pierre-François Gerard

Director, Metaxu.studio
My background is in architecture and 3D visualisation. I also completed a PhD in Computing, Goldsmiths, University of London. My architectural approach leads me to explore the effect of spatial design on human experience in immersive virtual environments. I am also looking at the... Read More →
avatar for Thommy Eriksson

Thommy Eriksson

Chalmers University of Technology


Monday June 7, 2021 7:00am - 8:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

8:00am EDT

Basic Research & Theory - Oral Presentations 5
Presentations
 
Implementing Decentralized Virtual Time in P2P Collaborative Learning Environment for Web XR
Nikolai Suslov
Krestianstvo.org, Russian Federation
Watch the presentation video

Virtual worlds and Web XR technologies offer to both programmers and domain experts nearly unlimited capabilities for creating novel computer-based simulated environments just in a web browser. Virtual time is becoming the new crucial concept of collaborative, immersive virtual learning environments (VLE). This paper explores the Croquet software architecture, which is known for its radical synchronization system with the notion of virtual time. It is ideal for developing collaborative serverless apps, but a tiny stateless server named reflector, on which Croquet heavily relies on still prevents doing that today. This paper presents the research, that transforms reflector into a peer-to-peer application Luminary, by implementing decentralized virtual time. The case study describes the prototype of a collaborative Rubik's Cube simulator, backed by three robots for kids. Finally showing how learners can easily experiment with augmenting physical reality, by creating fully synchronized, collaborative robots, operating in a P2P network.
 
 
METAL: Explorations into sharing 3D Educational content across Augmented Reality Headsets and Light Field Displays
Mengya Zheng, Xingyu Pan, Xuanhui Xu, Abraham Campbell
University College Dublin, Ireland
Watch the presentation video​​​

Augmented Reality and Virtual Reality become increasingly popular in scientific visualization especially for education where they can support collaborative scientific visualization experiences in the classroom. However, the inherent limitations of head-mounted AR and VR tools are stemming the popularization of these existing content-sharing tools. Instead of sharing 3D educational content between AR/VR headsets, this paper proposes a novel prototype Mixed rEaliTy shAring pLatform (METAL) to allow for 3D educational content to be shared between a Microsoft HoloLens 2 and multiple Looking Glass displays which are a type of Light Field (Multi-view Autostereoscopic) display. This platform allows one teacher to use a HoloLens to manipulate and share different 3D contents with multiple student groups via the network, thus each student group can observe the synchronized 3D educational content with autostereoscopic experiences. Therefore, this proposed prototype enables a low-cost one-to-multiple 3D content sharing experience that allows intuitive 3D model interaction and seamless communication between the students and the teacher.
 
 
Design and Development of AR Applications in Online Higher Education A User-Centred Design Approach
Mitch Peters, Laura Calvet Liñan, Antoni Marín Amatller, Laura Porta Simó, Pierre Bourdin Kreitz
Open University of Catalonia, Spain
Watch the presentation video​​​

The exploration of augmented reality’s (AR) potential in higher education teaching and learning demonstrates an impressive scope of critical inquiry. Online higher education (OHE) represents a transformation in learning practices and educational paradigms on a global scale, with a significant opportunity for the application of AR through e-learning. The overarching goal of the current study is to understand how the presence of AR applications in an OHE multimedia program impacts student learning. The study aims to design and develop a user-centered, AR prototype application that could be used to enhance student learning in STEM education. Implementing a user-centred approach ensures that learners are taken into account from the beginning of the design process and throughout the iterative design lifecycle. The current paper presents the results from the first phase of a multi-stage research project. First, conceptually designed personas, scenario reviews, and user journey mappings were developed based on identified learner needs and AR system requirements previously identified. The results show the design decisions made while revising AR scenarios from the learner’s perspective and exploring design requirements to ensure the feasibility of the AR application. An implication of our study is to demonstrate the value of a range of evaluation techniques presented here using a user-centred design approach, which can be used to design and develop future AR and Xtended reality technologies in educational scenarios.

Presenters
avatar for Mitchell Joseph Peters

Mitchell Joseph Peters

Fundació per a la Universitat Oberta de Catalunya
avatar for Nikolai Suslov

Nikolai Suslov

Software engineer, Krestianstvo.org
Nikolai Suslov is a software engineer and researcher in computer science. His work is focused on virtual worlds software architecture, user-oriented self-exploratory integrated development environments, live coding, human-computer interaction, virtual reality. He is the creator and... Read More →
avatar for Mengya Zheng

Mengya Zheng

Ph.D. Candidate, University College Dublin
I am currently a Ph.D. candidate in the Computer Science Department at University College Dublin. My Ph.D. thesis is using Augmented Reality to visualize current and historical data for Precise Farming decision support explanation.



Monday June 7, 2021 8:00am - 9:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

9:00am EDT

Basic Research & Theory - Oral Presentations 6
Presentations

Measuring and Comparing QoE and Simulator Sickness of Hybrid VR Applications under increased network load
Ioannis Doumanis(1), Daphne Economou(2), Lemonia Argyriou(3)
1: University of Central Lanchashire; 2: University of Westminster; 3: National Center for Scientific Research Demokritos
Watch the presentation video

The elements of presence and interaction have been connected with high quality learning in online learning environments. This can be achieved by offering learning environments and material that can engage the learner throughout the learning experience, allow them to connect with the content, find relevance, construct meaning and critical thinking. Hybrid VR applications offer great potential in engaging learners in environments that accurately capture the world allowing them to make personal connections and find relevance, which coupled with branching narrative, Computer Generated Imagery (CGI) and interactivity can lead to highly engaging learning experiences. Hybrid VR applications though are bandwidth demanding that can impact the learning experience. This paper presents a study comparing the Quality of Experience (QoE) of a hybrid VR application streamed over the standard internet and POINT network under increased network load. The paper presents the project motivations, it described a pilot study and its output and it closes with conclusions about the effect of the QoE and presence in learning and future directions.



Presenters
avatar for Daphne Economou

Daphne Economou

Senior Lecturer, University of Westminster
I have 20 years’ teaching and research experience in higher education, in the areas of HCI, Mobile UX, Web Design and Development, and in VR. I am particularly interested in the use and the design of VR/AR platforms to engage effectively learners in educational tasks and empowering... Read More →


Monday June 7, 2021 9:00am - 10:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

10:00am EDT

Basic Research & Theory - Oral Presentations 12
Towards an Immersive Learning Knowledge Tree - a Conceptual Framework for Mapping Knowledge and Tools in the Field
Dennis BeckLeonel MorgadoMark J. W. Lee, Christian Gütl, Minjuan Wang, Andreas Dengel, Scott Warren, Jonathan Richter
University of Würzburg, Germany
Watch the presentation video

The interdisciplinary field of immersive learning research is scattered. Combining efforts for better exploration of this field from the different disciplines requires researchers to communicate and coordinate effectively. We call upon the community of immersive learning researchers for planting the Knowledge Tree of Immersive Learning Research, a proposal for a systematization effort for this field, combining both scholarly and practical knowledge, cultivating a robust and ever-growing knowledge base and methodological toolbox for immersive learning, aimed at promoting evidence-informed practice and guiding future research in the field. This paper contributes with the rationale for three objectives: 1) Developing common scientific terminology amidst the community of researchers; 2) Cultivating a common understanding of methodology, and 3) Advancing common use of theoretical approaches, frameworks, and models.

Presenters
avatar for Dennis Beck

Dennis Beck

Associate Professor, University of Arkansas
Dennis Beck is an Associate Professor of Educational Technology at the University of Arkansas. In his teaching, he enjoys teaching teachers how to use technology in their classrooms. His research focuses on and advocates for digital, educational equity for vulnerable populations... Read More →
avatar for Leonel Morgado

Leonel Morgado

Assistant Professor / Senior Researcher, Universidade Aberta / INESC TEC
Leonel Morgado is Assistant Professor with Habilitation, at the Portuguese Open University, where he lectures on research methods, programming, and the use of virtual worlds. He is also a board member of the international research association, Immersive Learning Research Network... Read More →
avatar for Mark J. W. Lee

Mark J. W. Lee

Executive Vice President & Chief Research Officer, Immersive Learning Research Network
avatar for Christian Guetl

Christian Guetl

Head of CoDiS Lab Graz, Graz University of Technology
Head of CoDiS Lab; background and technical doctorate in computer science; his research interests include information search and retrieval, natural language processing, adaptive media technologies, social media and behavior analytics, e-education and e-assessment, mixed reality and... Read More →
avatar for Andreas Dengel

Andreas Dengel

Research Associate, University of Würzburg
SW

Scott Warren

Professor of Learning Technologies, University of North Texas
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network


Monday June 7, 2021 10:00am - 11:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

10:00am EDT

Guided Virtual Adventure: Art, Design, & Education - Workshopping your own Workshop
Platform/environment website
https://framevr.io/teaching

Tour guide(s)/leader(s)
Steve Guynup

Tour group capacity
6

Description
We've created a set of free virtual assets that can be used by entry level users to create their own custom education experiences. In our ILRN adventure, we'll run through Story Mazes, Discussion Boards, Class Space Presentations, and learning activities such as VR Refrigerator Magnet Poetry.

Target audience sector
K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning

Supported devices
Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access
Please explore FrameVR.io and create a free account. An account will be needed for you to edit worlds and import images.

Presenters
avatar for Steve Guynup

Steve Guynup

Hayfield Isovista
For the past decade, Isovista.org has run classes and internships in VR Art & Design in a Web3D/VR class space. Interns model virtual art installations and we share VR history, theory, and current works to push their creativity.>>Access Showcase contribution... Read More →


Monday June 7, 2021 10:00am - 11:00am EDT
FrameVR https://framevr.io/poetry

12:00pm EDT

Inclusion, Diversity, Equity, Access, & Social Justice - Special Session 3: Student Engagement with Reduced Bias in a Virtual Classroom Environment
Student Engagement with Reduced Bias in a Virtual Classroom Environment
Esther Brandon(1), Raphael Freiwirth(2,3)
1: Brandeis University, United States of America; 2: Miramar College, United States of America; 3: The Commons XR, United States of America
 
To Transcend is critical, but the path must contain a mechanism to both combat dis-engagement and bias in a classroom environment. Why bias and engagement issues as one, because one can create an issue with the other. Not all engagement issues are bias-related, but many are. And not all bias issues may create dis-engagement, but certainly, there are many studies that seem to point that it can. Why not use tools in the classroom that can improve engagement and reduce both explicit and implicit bias? Virtual reality is one such tool if used correctly. Join us to explore the possibilities of a classroom environment that might help out the next generation of students to transcend the norms of today!
 

Presenters
avatar for Esther Brandon

Esther Brandon

Digital Literacy Specialist, Brandeis University
Esther Brandon is the Digital Literacy Specialist for undergraduate and graduate programs at Brandeis University. She is an enthusiastic seeker of new instructional technologies, focused on best teaching practices. Esther holds a Masters of Arts in Teaching in Secondary Education... Read More →


Monday June 7, 2021 12:00pm - 1:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

1:00pm EDT

K-12 Innovators in XR (KIX) Meet & Greet 1
K-12 Innovators in XR (KIX) is a new initiative for early childhood, primary, and secondary educators exploring XR and immersive learning technologies. The objective of KIX is to cultivate a community of practice for educators, designers, and champions of XR and immersive learning technologies in K-12 contexts around the world. Join us to learn more about how you can be involved!

Presenters
avatar for Jessica Ochoa Hendrix

Jessica Ochoa Hendrix

CEO & Co-Founder, Killer Snails
Jessica Ochoa Hendrix, CEO & Co-Founder of Killer Snails, has worked in K-12 education since 2003. Ochoa Hendrix was awarded the 2019 TED Residency, an in-house incubator within TED for breakthrough ideas and gave a TED talk on incorporating VR into the classroom. With funding from... Read More →
avatar for Paula MacDowell

Paula MacDowell

Assistant Professor, University of Saskatchewan
Paula MacDowell, PhD, is an Assistant Professor in the Department of Curriculum Studies, University of Saskatchewan. Her area of specialization is in Educational Technology and Design (ETAD).


Monday June 7, 2021 1:00pm - 2:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

1:15pm EDT

Vendor Session 3C: Democratizing Data with Immersion
Democratizing Data with Immersion
Justin Chow
BadVR

As we enter a time of exciting emerging technologies such as artificial intelligence, the Internet of Things, autonomous vehicles, and quantum computing, “Big Data” is becoming more important. However, accessing, working with, and gleaning meaningful insights from Big Data, is an ability that is relegated to a limited population of society who have proper technical training. What about the myriad people who don’t have a data science background? How can we enable them to also participate? In his presentation, Justin will discuss how complex datasets can be understood by anyone with immersive tech. His company, BadVR, works with organizations such as the UNDP, NOAA, and NSF to enable you to literally “step inside your data”. He’ll discuss the reasons how and why BadVR’s innovative platforms work and the macro implications of data democratization. Listeners will walk away knowing immersive tech will allow anyone the ability to unlock the power of data, the benefits of which extend well beyond the office place and into the global narrative of the most pressing issues of our time.

Presenters
avatar for Justin Chow

Justin Chow

Project Manager, BadVR
Justin Chow is a Project Manager at BadVR, a next-generation immersive (VR/AR) data visualization and analytics platform. In his role, he coordinates the development of solutions that give everyone the ability to “step inside their data” to discover actionable insights and collaborate... Read More →


Monday June 7, 2021 1:15pm - 1:45pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

4:00pm EDT

Vendor Session 2B: Teaching Students to Create Their Own Immersive Experiences: Best Practices
Teaching Students to Create Their Own Immersive Experiences: Best Practices
Emilie Joly
Zoe, United States / Switzerland

Discover how educators, students and institutions are creating they own immersive experiences easily using Zoe. Zoe is a hands-on learning platform allowing students & faculty to create their own 3D interactive experience without needing to code for Virtual Reality, mobile devices & the unity game engine. During this session we will go over the latest hardware logistics, best practices and curriculum to deliver a successful class catering to learners who have never coded or used 3D software before. We will look at concrete use-cases in both Higher Education & K12 contexts in a wide variety of disciplines.

Presenters
EJ

Emilie Joly

CEO - Co-Founder, Zoe



Monday June 7, 2021 4:00pm - 4:30pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

5:30pm EDT

Pie & Coffee: How Games Teach Ethics, Civics & SEL with Dr. Kat Schrier, Marist College / PlatyPlay, LLC
Dr. Kat Schrier is an Associate Professor and the Director of the Games & Emerging Media program at Marist College. Dr. Schrier is also Founder/CEO of PlatyPlay, LLC, a company that specializes in designing and researching games for learning, empathy, civics, and inclusion. She has two decades of experience designing and producing websites, apps, and games, and has previously worked at Scholastic, Nickelodeon, and BrainPOP. She has written and/or edited over 100 publications, including We the Gamers: How Games Teach Ethics and Civics (Oxford University Press, 2021). Find out more at https://www.karenschrier.com/ and https://gamesforcivics.com/

Monday June 7, 2021 5:30pm - 5:45pm EDT
iLRN Discord server

7:00pm EDT

K-12 Innovators in XR (KIX) Meet & Greet 1
K-12 Innovators in XR (KIX) is a new initiative for early childhood, primary, and secondary educators exploring XR and immersive learning technologies. The objective of KIX is to cultivate a community of practice for educators, designers, and champions of XR and immersive learning technologies in K-12 contexts around the world. Join us to learn more about how you can be involved!

Presenters
avatar for Jessica Ochoa Hendrix

Jessica Ochoa Hendrix

CEO & Co-Founder, Killer Snails
Jessica Ochoa Hendrix, CEO & Co-Founder of Killer Snails, has worked in K-12 education since 2003. Ochoa Hendrix was awarded the 2019 TED Residency, an in-house incubator within TED for breakthrough ideas and gave a TED talk on incorporating VR into the classroom. With funding from... Read More →
avatar for Paula MacDowell

Paula MacDowell

Assistant Professor, University of Saskatchewan
Paula MacDowell, PhD, is an Assistant Professor in the Department of Curriculum Studies, University of Saskatchewan. Her area of specialization is in Educational Technology and Design (ETAD).


Monday June 7, 2021 7:00pm - 8:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

7:00pm EDT

Guided Virtual Adventure: Art, Design, & Education - Workshopping your own Workshop
Platform/environment website
https://framevr.io/teaching

Tour guide(s)/leader(s)
Steve Guynup

Tour group capacity
6

Description
We've created a set of free virtual assets that can be used by entry level users to create their own custom education experiences. In our ILRN adventure, we'll run through Story Mazes, Discussion Boards, Class Space Presentations, and learning activities such as VR Refrigerator Magnet Poetry.

Target audience sector
K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning

Supported devices
Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access
Please explore FrameVR.io and create a free account. An account will be needed for you to edit worlds and import images.

Presenters
avatar for Steve Guynup

Steve Guynup

Hayfield Isovista
For the past decade, Isovista.org has run classes and internships in VR Art & Design in a Web3D/VR class space. Interns model virtual art installations and we share VR history, theory, and current works to push their creativity.>>Access Showcase contribution... Read More →


Monday June 7, 2021 7:00pm - 8:00pm EDT
FrameVR https://framevr.io/poetry
 
Tuesday, June 8
 

7:00am EDT

Basic Research & Theory - Oral Presentations 7
Presentations

Getting there? Together. Cultural Framing of Augmented and Virtual Reality for Art Education
Regina Maria Bäck(1), Rainer Wenrich(1), Birgit Dorner(2)
1: Katholische Universität Eichstätt-Ingolstadt; 2: Katholische Stiftungshochschule München
Watch the presentation video

Informal learning contexts of creating and exploring artefacts through Augmented Reality (AR) and Virtual Reality (VR) are increasingly common. Nevertheless, insights on art educators` perspectives on potential for conceptualization and classroom implementation are scarce. In this study, both art educators a artists share their perspectives on a variety of AR/VR applications, from creating in multiplayer mode to exploring artefacts and loci in SocialVR.
Overall, twenty art educators were exploring a selection of AR/VR applications. The data was collected during online workshops with art teachers coming from diverse backgrounds (elementary and secondary school, special education). Interviews were conducted with six media artists, including pioneers of AR/VR art. Grounded Theory Methodology, specifically Situational Analysis as well as Visual Grounded Theory Methodology was applied. Results highlight media cultural perspectives in proximity and distance to AR/VR related "worlds", by classifying different journeys from first encounter to conceptualization and implementation.


Mobile Augmented Reality Applications in Teaching: A Proposed Technology Acceptance Model
George Koutromanos(1), Tassos A. Mikropoulos(2)
1: National and Kapodistrian University of Athens, Greece; 2: University of Ioannina, Greece
Watch the presentation video​​​

This study proposed MARAM, a mobile augmented reality acceptance model that determines the factors that affect teachers’ intention to use AR applications in their teaching. MARAM extends TAM by adding the variables of perceived relative advantage, perceived enjoyment, facilitating conditions, and mobile self – efficacy. MARAM was tested in a pilot empirical study with 127 teachers who used educational mobile AR applications and developed their own ones. The results of regression analysis showed that MARAM can predict a satisfactory percentage of the variance in teachers’ intention, attitude, perceived usefulness and perceived ease of use. Attitude, perceived usefulness, and facilitating conditions affected intention. Both perceived usefulness and perceived enjoyment affected attitude. Furthermore, perceived relative advantage and perceived enjoyment affected perceived usefulness. In addition, mobile self-efficacy and facilitating conditions affected perceived ease of use. However, perceived ease of use did not have any effect on attitude and perceived usefulness. MARAM could serve as the basis for future studies on teachers’ acceptance of mobile AR applications and be expanded through the addition of other variables.

Presenters
avatar for Regina Maria Bäck

Regina Maria Bäck

Ph.D. Candidate, KU / KSH
My research focusses on the potential and media cultural framing of XR in art educational contexts. Looking forward for exchange and inspiration when it comes to quality criteria also thinking of students, from creative potential to data protection.
avatar for George Koutromanos

George Koutromanos

Assistant Professor in ICT in Education, National and Kapodistrian University of Athens



Tuesday June 8, 2021 7:00am - 8:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

8:00am EDT

Basic Research & Theory - Oral Presentations 8
Presentations

Teaching in VR and Cognitive Load: a Teacher’s Perspective
Sarune Savickaite, Elliot Millington
University of Glasgow, United Kingdom, Scotland
Watch the presentation video

Technology based learning offers a wide range of opportunities in education. However, technological applications pose additional processing demands on the learners’ cognitive resources (Kalyuga & Liu, 2015). High levels of cognitive load in high-tech situations are generally a result of several modes and sources of information being presented simultaneously. Learners are also required to to deal with the uncertainty and non-linear relationships. Instructions, clear procedures and best practise techniques can reduce cognitive load in high-tech environments. Many such environments allow a high degree of learner control, which is beneficial for advanced user, but increases cognitive load for the novice (Kalyuga & Liu, 2015).
Research on cognitive load in VR is dispersed over many specific areas (i.e., navigation, group processes, social interaction, virtual presence and more) and it has been challenging to determine how positive the effects of VR are. Increased CL in VR has been established (Lai & McMahan, 2020; Huang et al., 2020; Schrader and Bastiaens, 2012; Makransky, Terkildsen & Mayer, 2019; van del Land et al., 2013 to name a few), however, there is no consensus on how it can be reduced just yet. Moreover, majority of the literature examines only the learner’s perspective and does not consider the difficulty teacher face learning, adapting and presenting new material in VR. Further, it has been demonstrated that even experienced teachers encounter cognitive difficulties when asked to teach in novel contexts (Kim and Klassen, 2018).

Learning Through Play
Ryan Rosenthal
Rasmussen University, United States of America

This session will explore the parallels of game design and education. We will discuss the similarities in the experiences of students and gamers and how it can impact the classroom. Ideas on how to leverage expectations, advancements and progression will be presented.

Presenters
EM

Elliot Millington

PhD researcher, University of Glasgow
avatar for Sarune Savickaite

Sarune Savickaite

PhD researcher, University of Glasgow
Sarune Savickaite is a PhD candidate at the School of Psychology, University of Glasgow, funded by ESRC/SGSSS. Sarune started her Masters in Research Methods of Psychological Science in September 2018. Sarune previously completed BSc Hons in Psychology at the University of St Andrews.Sarune's... Read More →
RR

Ryan Rosenthal

Rasmussen University


Tuesday June 8, 2021 8:00am - 9:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

9:00am EDT

Basic Research & Theory - Oral Presentations 9
Presentations
 
Exploring Affordances Offered by VR technology in a Language Classroom
Quincy Wang
Simon Fraser University, Canada
Watch the presentation video

This presentation explores affordances offered by VR technology in the field of language education, and what unique immersive learning experiences that students may have that a traditional classroom lacks. It focuses on embodied language learning, learner agency and immersion as the key added value of VR. The overall goal of this talk is to report how VR technology can make language learning more authentic, engaging, and student-directed. Data from 27 students and one teacher in a grade 7/8 English language learning classroom were collected and analyzed to help understand VR technology’s intervention and pedagogical approaches. Findings demonstrate how VR immersion empowers learning in classrooms and transforms educational experiences, including language fluency, self-confidence, critical thinking, and developing a better understanding of how language works. Importantly, VR is not meant to replace existing teaching methods, materials, and tools; rather, it is intended to be employed to supplement, complement and enhance them.
 
 
How Immersive Virtual Reality Helps Students Retain Information. A Case Study
Lorenzo Santorelli
University of Surrey, United Kingdom
Watch the presentation video

Immersive Virtual Reality (iVR) is a technology used as innovative pedagogical tool in teaching and learning. However, there is limited evidence evaluating its effectiveness on students’ retention of learning and engagement. I present a four-year study exploring the impact of iVR on learning experience with final-year Biosciences undergraduate students at one UK university. Our findings show that students who experienced iVR sessions retained more information compared to traditional techniques. Students found the VR activity engaging and agreed that it helped to consolidate information. These findings suggest iVR can have a positive impact on student knowledge retention and learning experience.
 
 
Beyond the Horizon: Integrating Immersive Learning Environments in the Everyday Classroom
Andreas Dengel(1), Josef Buchner(2), Miriam Mulders(2), Johanna Pirker(3)
1: University of Würzburg, Germany; 2: University of Duisburg-Essen, Germany; 3: Graz University of Technology
Watch the presentation video

As Immersive Learning research gains traction, questions arise about how educational Virtual and Augmented Realities can be transferred from laboratory settings and pilot projects into everyday teaching. This paper analyzes existing pedagogical frameworks to identify influencing factors and challenges relevant to teaching and learning with immersive learning environments. We distinguish Immersive Learning as individual learning processes supported by immersive technology and Immersive Teaching as the process of teaching with immersive technology. We subsume learner-specific influences (micro-level), teacher- and classroom-specific influences (meso-level) and institutional and governmental factors (macro-level) for Immersive Teaching and Learning. We conclude that, while investigating isolated variables is important for basic research, efforts integrating Virtual and Augmented Reality in everyday classrooms raise new challenges and questions for future research on the complex relationship between various factors.

Presenters
avatar for Quincy Wang

Quincy Wang

Website Coordinator, Simon Fraser University
Quincy Wang is a Website Developer and Digital Engagement Specialist in the Faculty of Education at Simon Fraser University(SFU). She earned her master’s degree in Educational Technology and Instructional Design from SFU. She is a research collaborator on the Social Sciences and... Read More →
avatar for Lorenzo Santorelli

Lorenzo Santorelli

Teaching Fellow in Zoology, University of Surrey
avatar for Andreas Dengel

Andreas Dengel

Research Associate, University of Würzburg


Tuesday June 8, 2021 9:00am - 10:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

11:00am EDT

Featured Panel with Judith Okonkwo: Pioneering XR in Africa
Judith Okonkwo is a Technology Evangelist, Business Psychologist and Organisation Development Consultant with experience working in Africa, Asia and Europe.  She sits on the Board of the European Organisation Design Forum, advises Startups, not-for-profits and SMEs on emerging technologies and is a guest lecturer at several HEIs. She is also the creator of the Oriki Coaching Model™ and a co-founder of We Will Lead Africa. Judith is a Fellow of the Royal Society of Arts and an Associate Fellow of the British Psychological Society. 

In 2016 Judith set up Imisi 3D a creation lab in Lagos focused on building the African ecosystem for extended reality technologies (AR/VR/MR), and connecting XR communities across the continent. The lab provides learning opportunities and access to XR resources for creators and enthusiasts, while supporting engagement and adoption by the wider community, and consulting and content creation for clients. In 2018 she set up AR/VR Africa which holds large XR events on the continent, the most recent - the 2020  AR/VR Africa hackathon - had participants from 27 African countries. Judith is especially passionate about the adaptation of immersive technologies to create solutions on the continent, particularly low/mid cost virtual reality, for education, healthcare and storytelling.  Imisi 3D’s most recent VR film production Lagos At Large made the Forbes list of the Top 50 XR Experiences of 2019.

Judith is a current member of the World Economic Forum’s Global Future Council for Augmented and Virtual Reality.

Keynote & Plenary Speakers
avatar for Judith Okonkwo

Judith Okonkwo

Founder, Imisi 3D
Judith Okonkwo is a Technology Evangelist, Business Psychologist and Organisation Development Consultant with experience working in Africa, Asia and Europe. She sits on the Board of the European Organisation Design Forum, advises Startups, not-for-profits and SMEs on emerging technologies... Read More →


Tuesday June 8, 2021 11:00am - 12:00pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

11:00am EDT

ARETE Workshop: Authoring Tools for XR Applications in Education - Part 1
Authoring Tools for XR Applications in Education
Stefano Masneri(1), Ana Dominguez(1), Eleni Mangina(2)
1: Vicomtech, Spain; 2: University College Dublin, Ireland
 
In the last few years there has been a steady release of XR-based tools to enhance the learning experience. Until now the focus of researchers has been on the creation of content, but there is currently a lack of tools facilitating the creation of XR experiences for education. The objective of this workshop is to present the work fulfilled in the H2020 ARETE project and to stimulate the discussion around what has been done and what is still left to do to enable researchers and enterprises to easily create XR experiences.
 

Presenters
SM

Stefano Masneri

Research Associate - Digital Media, Vicomtech
avatar for Eleni Mangina

Eleni Mangina

Professor, University College Dublin
Eleni Mangina is currently project coordinator of two (2) H2020 projects (ARETE & AHA), one (1) Erasmus+ (FANTASIA) and partner within two other EU projects (BASE, RoboPisces). She is currently a funded investigator as part of SFI ESIPP, an academic collaborator with VistaMilk SFI... Read More →


Tuesday June 8, 2021 11:00am - 12:00pm EDT
Innovation Garden Studios iLRN Virtual Campus, powered by Virbela
  Workshops / Panels / Special Sessions

1:00pm EDT

ARETE Workshop: Authoring Tools for XR Applications in Education - Part 2
Authoring Tools for XR Applications in Education
Stefano Masneri(1), Ana Dominguez(1), Eleni Mangina(2)
1: Vicomtech, Spain; 2: University College Dublin, Ireland
 
In the last few years there has been a steady release of XR-based tools to enhance the learning experience. Until now the focus of researchers has been on the creation of content, but there is currently a lack of tools facilitating the creation of XR experiences for education. The objective of this workshop is to present the work fulfilled in the H2020 ARETE project and to stimulate the discussion around what has been done and what is still left to do to enable researchers and enterprises to easily create XR experiences.

Presenters
avatar for Eleni Mangina

Eleni Mangina

Professor, University College Dublin
Eleni Mangina is currently project coordinator of two (2) H2020 projects (ARETE & AHA), one (1) Erasmus+ (FANTASIA) and partner within two other EU projects (BASE, RoboPisces). She is currently a funded investigator as part of SFI ESIPP, an academic collaborator with VistaMilk SFI... Read More →
SM

Stefano Masneri

Research Associate - Digital Media, Vicomtech


Tuesday June 8, 2021 1:00pm - 3:00pm EDT
Innovation Garden Studios iLRN Virtual Campus, powered by Virbela

4:00pm EDT

Guided Virtual Adventure: Art, Design, & Education - Workshopping your own Workshop
Platform/environment website
https://framevr.io/teaching

Tour guide(s)/leader(s)
Steve Guynup

Tour group capacity
6

Description
We've created a set of free virtual assets that can be used by entry level users to create their own custom education experiences. In our ILRN adventure, we'll run through Story Mazes, Discussion Boards, Class Space Presentations, and learning activities such as VR Refrigerator Magnet Poetry.

Target audience sector
K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning

Supported devices
Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access
Please explore FrameVR.io and create a free account. An account will be needed for you to edit worlds and import images.

Presenters
avatar for Steve Guynup

Steve Guynup

Hayfield Isovista
For the past decade, Isovista.org has run classes and internships in VR Art & Design in a Web3D/VR class space. Interns model virtual art installations and we share VR history, theory, and current works to push their creativity.>>Access Showcase contribution... Read More →


Tuesday June 8, 2021 4:00pm - 5:00pm EDT
FrameVR https://framevr.io/poetry

4:00pm EDT

ARETE Workshop: Authoring Tools for XR Applications in Education - Part 2 (Repeat)
Authoring Tools for XR Applications in Education
Stefano Masneri(1), Ana Dominguez(1), Eleni Mangina(2)
1: Vicomtech, Spain; 2: University College Dublin, Ireland
 
In the last few years there has been a steady release of XR-based tools to enhance the learning experience. Until now the focus of researchers has been on the creation of content, but there is currently a lack of tools facilitating the creation of XR experiences for education. The objective of this workshop is to present the work fulfilled in the H2020 ARETE project and to stimulate the discussion around what has been done and what is still left to do to enable researchers and enterprises to easily create XR experiences.

Presenters
avatar for Eleni Mangina

Eleni Mangina

Professor, University College Dublin
Eleni Mangina is currently project coordinator of two (2) H2020 projects (ARETE & AHA), one (1) Erasmus+ (FANTASIA) and partner within two other EU projects (BASE, RoboPisces). She is currently a funded investigator as part of SFI ESIPP, an academic collaborator with VistaMilk SFI... Read More →
SM

Stefano Masneri

Research Associate - Digital Media, Vicomtech


Tuesday June 8, 2021 4:00pm - 6:00pm EDT
Innovation Garden Studios iLRN Virtual Campus, powered by Virbela

7:00pm EDT

Awards Ceremony
Come to the 7th Annual iLRN Awards Ceremony! 
This year, we are excited to award many new meaningful awards, stemming from the growth and capacity of the network! Help us celebrate achievements in the following categories: 
  1. iLRN Initiatives: iLRN Houses, Chapters, XR Women, CHEX, State of XR Awards
  2. Practitioners Stream Awards: Innovation in K12 Education, Innovation in Higher Education, & Immersive Learning Pedagogy Awards
  3. Student Network Awards: Games Immersion Conference, iLRNFuser, and Doc Colloquium Awards
  4. Research Stream Awards: SCILE Special Track, Paper Reviewers, Work-in-Progress, Student Paper, Short Paper, & Full Paper Awards
  5. Volunteers & iLRN Special Recognition: Rookie of the Year, Herculean Hauler, & Social Media Maverick
  6. iLRN Service Award

Tuesday June 8, 2021 7:00pm - 8:30pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela
 
Wednesday, June 9
 

11:00am EDT

Guided Virtual Adventure: Is the Amani Ready to Sail Safely?
Platform/environment website
https://www.kitely.com/virtual-world/Bethany-Winslow/Limiland
 
Tour guide(s)/leader(s)
Ms. Winslow, Bethany, bethany.winslow@sjsu.edu, San Jose State University
 
Tour group capacity
25
 
Description
Join a recon mission at Limiland, aboard a full scale cruise ship, in the OpenSim world of Kitely. This guided immersive virtual adventure was developed for cruise ship operations management students at a public university as an extra credit activity. Students who normally have the opportunity to visit a real cruise ship do not have this option during a pandemic. Also, online students have no such option at all. This large virtual cruise ship can be navigated with an avatar by anyone with a free OpenSim account and a free virtual world viewer. The purpose of this activity is to explore how immersive role play, the use of the provided inspector's checklist, and the embedded information in key locations on the ship helps students determine if the Amani is ready to sail in a post pandemic world. In particular, students are on the lookout for three COVID molecules with critical information about the lasting impact on the cruising industry in the areas of health, leadership, and finance.  Educators who attend this guided adventure will be able to see for themselves what desktop virtual worlds offer right now, compared with less accessible experiences designed solely for head mounted display use.
 
Target audience sector
Higher education, The target audience are educators who are interested in exploring and learning more about what different virtual world platforms offer in terms of immersive learning and engagement. This is particularly applicable to educators who want to see for themselves what desktop virtual worlds offers educators right now, compared with experiences designed solely for head-mounted display use.
 
Supported devices
Desktop/laptop - Windows, Desktop/laptop - Mac
 
Platform/environment access
To visit the Kitely virtual world you need a free account (Kitely or OpenSim) and a hypergrid enabled viewer. This is different from the one used to access Second life. (OpenSim worlds are the open-source versions of Second Life, so if you are familiar with SL you won't have any trouble in OS. If you have never used SL or a similar viewer, you will need time to get acquainted with this technology.) See the Google Doc linked below which walks you through how to choose between two options to visit us. You'll also find it has links to videos and other tutorials to help, if needed. https://docs.google.com/document/d/1VMGayNnWzxvzBCiHoya1IlSn3DAGw2UNy7rbrPm7MZg/edit?usp=sharing

Presenters
avatar for Bethany Winslow

Bethany Winslow

Instructional Designer, San Jose State University
Access Showcase contribution


Wednesday June 9, 2021 11:00am - 12:00pm EDT
Kitely

11:30am EDT

XR Women and Women in Immersive Tech Europe - Joint Speed Networking Session
Come meet XR Women and Women in Immersive Tech Europe at this special Speed Networking event to wrap up the iLRN 2021 Conference. We're eager to make new connections with women and allies from around the globe!

Session Chairs
avatar for Karen Alexander

Karen Alexander

Co-Founder & Executive Director, XR Women
avatar for Julie Smithson

Julie Smithson

Chief Education & Learning Officer, MetaVRse

Wednesday June 9, 2021 11:30am - 1:30pm EDT
Innovation Garden Studios iLRN Virtual Campus, powered by Virbela

12:00pm EDT

Workshop on Student Game Immersion
The workshop will be used to provide the founding’s of the Games Immersion Conference (G.I.CON) and iLRNFuser 2021 which will run in April 12th-16th 2021 in iLRN VirBELA campus. This will be an opportunity to bring a new generation of researches in the community but also to broadcast the events that iLRN Student Forum supports to other institutions for future engagement.

Presenters
MM

Markos Mentzelopoulos

Senior Lecturer, University of Westminster
avatar for David Bass-Clark

David Bass-Clark

Director of AR/VR Research and Development, Unity College
XR adoption in online higher education and trainingWant to create VR simulations? That’s my jam! 


Wednesday June 9, 2021 12:00pm - 2:00pm EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

1:30pm EDT

Guided Virtual Adventure: Modest Tree Xplorer: Turn Your Curriculum into An XR Experience
https://youtu.be/COhgjuPg774

With robust and intuitive features, Xplorer puts the power to create interactive XR presentations back into the hands of the subject matter experts - you. By allowing you to apply simple, drag-and-drop features to your own content, Xplorer enables you to build visually stunning, interactive, and highly engaging presentations for any platform, simply, quickly, cost-effectively, and with minimal time-to-field. In this guided tour, you'll enter an Xplorer lesson from your own device where you can fully engage and interact within the environment while we walk you through the XR presentation creation process and demonstrate the benefits and learning outcomes.

Please download the Xplorer app, register your email address, and verify your email prior to the start of each session .

https://www.xplorer.studio

Presenters
avatar for Laura Bohnert

Laura Bohnert

Director of Public Relations and Marketing, Modest Tree
As the director of PR and Marketing at Modest Tree, I regularly engage in industry and public discussions, as well as research initiatives, regarding the impact of immersive technologies. A former instructor and PhD Candidate, I am excited to chat about the potential impact XR will... Read More →


Wednesday June 9, 2021 1:30pm - 2:30pm EDT
Xplorer Studio

2:00pm EDT

Medical & Healthcare Education - Special Session 2: Cultural Differences and Digital Divide in Nutrition Education and Cooking Classes for Families and Children
Cultural Differences and Digital Divide in Nutrition Education and Cooking Classes for Families and Children
Siew Sun Wong, Danita Macy, Olivia Davis
Oregon State University, United States of America

This one hour Practitioner Special Session will include oral presentations and group innovation activities. It aims to increase the understanding and appreciation of the cultural differences in delivering nutrition education and cooking lessons to specific cultural group, hence the appropriate use of immersive technology. It also aims to create a “Talent Marketplace” for the attendees, presenters, and facilitators (i.e., educational technology experts or entrepreneurs) to exchange ideas, best practices and program resources to increase nutrition educator’s cultural competencies and technology competencies to increase teaching skill, learning outcomes, and positive in dietary behavior. The session will start with a panel presentation and discussion about the similarities and differences in pedagogy and andragogy in tech-aided nutrition education and cooking classes across cultural groups. Then the attendees self-select a virtual breakout room or round table to discuss culture-specific pain points more in-depth and co-create solutions together, then share back with the larger group.



Presenters
avatar for Siew Sun Wong

Siew Sun Wong

Professor, Ext. Nutrition Specialist, Interim Endowed Director of the Moore Family Center for Nutrition, Oregon State University
I am a professor of nutrition at Oregon State University.  My integrated research, education and outreach interests are:1. Childhood obesity prevention2. Nutrition education and dietary behavior change - particularly digital tech use and learning game development3. Tech-aided dietary... Read More →
DJ

Danita Jane Macy

Education Program Assistant, Oregon State University
Danita J Macy (Algonquin/Basque) has worked in Nutrition Education programming for Oregon State University for 17 years. With a focus on serving Indigenous Peoples on both reservations and in Urban settings.  Collaborating with many Native organizations to identify emerging community... Read More →
OD

Olivia Davis

Oregon State University
Olivia Davis works closely with rural, diverse cultures and communities with a focus in nutrition and health. As an Indigenous descendant she prioritizes cultural humility and honors diversity. As an Outreach Program Coordinator for Oregon State University Extension, she is focused... Read More →
AL

Ana Lucia Fonseca

Ana Lucia Fonseca is the Diversity, Equity, and Inclusion Specialist for The Oregon State University’s Division of Extension and Engagement. She is also a Ph.D. Candidate for Language Equity and Education Policy at the College of Education of OSU. Her research interest and expertise... Read More →
JJ

Julie Jacobs

Julie Jacobs is a Nutrition Educator at the Moore Family Center at OSU.  For over 12 years she has been teaching youth, adults & families about health & nutrition.  As a recent Ed.M. Graduate, Julie has found her passion for creating meaningful learning experiences in nutrition... Read More →
LJ

Lily Joslin

Lily Joslin is an Education Program Assistant with the Oregon State University Extension Service in the Family & Community Health, SNAP-Ed and SNAP Outreach programs. She has spent the last decade involved in food security work, and is passionate about promoting equitable access to... Read More →
avatar for Scarlett Hopkins

Scarlett Hopkins

Director, Alaska Native Clinical Research, Oregon Health & Science University
Scarlett Hopkins, RN, MA, OHSU School of Medicine, is the Director of Clinical Research in the Alaska Native Health and Wellness Research Center, in the Moore Institute. She has been co-investigator on many NIH-funded genomic and behavioral studies to address health disparities in... Read More →


Wednesday June 9, 2021 2:00pm - 3:00pm EDT
Innovation Garden Studios iLRN Virtual Campus, powered by Virbela

6:00pm EDT

Featured Fireside Chat with Rep. Suzan DelBene (WA-01), Co-chair of the Congressional Caucus on Virtual, Augmented, and Mixed Reality Technologies
Come to the iLRN Main Stage for a fireside chat between iLRN President Jonathon Richter and Rep. Suzan DelBene (WA-01), Co-chair of the Congressional Caucus on Virtual, Augmented, and Mixed Reality Technologies to discuss the Reality Caucus and issues Representative DeBene has encountered in trying to educate her fellow lawmakers and their staff on emerging tech; as well as how the immersive learning community can better inform our policymakers about XR technologies. We hope to also discuss her proposed Information Transparency and Personal Data Control Act legislation--and the many intersections between these emerging XR technologies and, with their use, new threats to privacy and data security. Join us! 

Presenters
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network

Keynote & Plenary Speakers
avatar for Rep. Suzan DelBene (WA-01)

Rep. Suzan DelBene (WA-01)

Co-chair of the Congressional Caucus on Virtual, Augmented, and Mixed Reality Technologies, U.S. House of Representatives
Congresswoman Suzan DelBene represents Washington’s 1st Congressional District, which spans from northeast King County to the Canadian border and includes parts of King, Snohomish, Skagit, and Whatcom counties.First sworn into the House of Representatives in November 2012, Suzan... Read More →


Wednesday June 9, 2021 6:00pm - 7:00pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

7:00pm EDT

Featured Plenary Speaker Lt. Zachary Bales: with The Reality and Virtual Reality of Modern Police Training
One could argue that policing in the United States of America, is an endeavor undergoing an existential crisis.  The country is currently hooked on a news cycle that seeks to demonize or indemnify, a group of men and women, trained and ratified by their communities to uphold mutually agreed upon rules to maintain order of all kinds.  In the last decade the rate in which social movements gather traction from fringe thought, to active conversation, to media and political attention, to legislation and policy change is arguably the fastest in the history of the profession.  So how are law enforcement professionals to react to such rapidly evolving change during simultaneous calls for defunding?  How should they be anticipating and proactively addressing change?

Most police reform conversations, both casual and formal, end their journey in the realm of training. The logic goes from most pundits commenting on almost any police news story that gains national attention, “If they were just trained better, these things could be avoided.” Most critical thinkers would probably go one step further in asking themselves, “Why don’t they train themselves right in the first place?” If you are an extra deep thinker, you might go on to ponder, “What police training to they get already? Is it the right training? Is it contemporary? Does the training and education of a police officer account for all of the modern challenges and expectations of society for policing?” As a citizen of any nation, I would commend you for asking these fundamental questions to those that are selected to be society’s standards bearers and hold the legal power to take life or liberty to do so.

This presentation will answer those questions from one of the most modern and progressive police departments in the United States. Hear directly from Lieutenant Zachary Bales, a current law enforcement leader from the Sacramento Police Department, as he and his department navigate these questions and seek training and learning in a variety of modalities to create some of the best trained and educated police officers that the United States has to offer.  Take this opportunity to understand where police training is today, and where it is going tomorrow and beyond.

Keynote & Plenary Speakers
avatar for Lieutenant Zachary Bales

Lieutenant Zachary Bales

Research and Development, Sacramento Police Department
Lieutenant Zachary Bales has been married over 20 years and the proud father of four boys whokeep him busy with coaching and athletics. Prior to his law enforcement career, he served 4years in the US Army as an Armored Cavalry officer rising to the rank of Captain. During histime... Read More →


Wednesday June 9, 2021 7:00pm - 8:00pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

8:00pm EDT

Birds of a Feather Session: Assessment and Evaluation
iLRN2021 Birds of a Feather and social gatherings: iLRN2021 attendees submit proposals for these unconference sessions!

Join us for this collaborative Birds of a Feather Networking event with members of iLRN's Assessment and Evaluation House and Women in XR! In collaboration with our research partners from Cornell University (Dr. Andrea Stevenson Won and Swati Pandita). We will highlight evaluation findings from iLRN 2020 and promote new opportunities for future research collaborations! See you in the iLRN Assessment and Evaluation House room in the iLRN Virbela campus at 8 pm EST on June 9, 2021!

Wednesday June 9, 2021 8:00pm - 9:00pm EDT
Assessment and Evaluation House room

9:00pm EDT

iLRN Pie & Coffee
Pie and Coffee with Dr. Noah Glaser
in the iLRN Café on the iLRN Virtual Campus

link to discuss (the pie): 
http://noahglaser.com/portfolio/systematic-literature-review-of-virtual-reality-intervention-design-patterns-for-individuals-with-autism-spectrum-disorders/

The effectiveness of virtual reality (VR) for individuals with autism spectrum disorder (ASD) has been discussed at length in the literature. Although researchers hypothesize that VR could be a highly effective training, therapeutic, and intervention modality, extant systematic literature reviews and meta analyses suggest only moderate effects. This mismatch between anticipated and actual effectiveness has been attributed to methodological limitations, including small sample sizes, limited use of control groups, and a lack of longitudinal research. However, absent in the discourse are considerations of how the design of VR technology might influence the effectiveness of interventions. Interrogating the question of technology design reveals substantial disparity in how researchers in this area conceive of and characterize VR as a whole, as well as how VR interventions for individuals with ASD are designed.


Presenters
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network



Wednesday June 9, 2021 9:00pm - 10:00pm EDT
iLRN Cafe
 
Thursday, June 10
 

10:00am EDT

Featured Speaker Sriya Chintalapalli: Bringing Iron Man technology to the masses
Our devices have become an external limb - we carry them everywhere. Now that portable PCs and smartphones are within reach, for billions. What’s next? Perhaps a world where hardware devices will disappear, and we will have access to all the information we need in thin air. Sriya will discuss her vision for the future of our interface evolution, breaking down the technologies required: brain computer interfaces and extended reality. She’ll also share her projects leveraging both, from building a brain-controlled AR Web Browser to building personalized VR environments using non-invasive brain signal analysis. Game design can become tricky when you have many moving parts like the detection of brain signals, interpretation using machine learning, and then adaption of VR games according to the analysis, so we’ll discuss challenges, possible solutions, and the greater potential for this too. Progress is being made to make the next ubiquitous interface a reality - here you’ll learn where we’re at and what it takes to get to where we want to be.

Presenters
avatar for Sriya Chintalapalli

Sriya Chintalapalli

XR Intern, MetaVRse
Sriya is a 16 year old machine learning (ML), extended reality (XR), & brain computer interface (BCI) developer. She has developed various neurotech devices like brain-controlled virtual reality games, a brain-controlled AR Web Browser, and a system that allows you to type using your... Read More →



Thursday June 10, 2021 10:00am - 11:00am EDT
Main Stage iLRN Virtual Campus, powered by Virbela

11:00am EDT

Featured Plenary Speaker: Professor Andy Miah - Ethical XR: Designing a moral foundation for a Phygital Future
This presentation advances a moral foundation to XR design which takes into account the expanded digital worlds in which people operate, the need to retain aspects of the physical world that underpin social experiences, and the prioritisation of a deep connection with the natural world that is crucial to humanity’s future. It examines examples of such design principles within a variety of contexts, from theatre to sport, and proposes that Ethical XR should be central to the development of immersive worlds.  

Keynote & Plenary Speakers
avatar for Professor Andy Miah

Professor Andy Miah

Chair of Science Communication & Future Media, University of Salford
Professor Andy Miah, PhD (@andymiah), is Chair of Science Communication & Future Media, in the School of Science, Engineering and Environment at the University of Salford, UK, where he is also the Ethics Champion for the Artificial Intelligence Foundry. His research focuses on examining the ethical, social, and cul... Read More →


Thursday June 10, 2021 11:00am - 12:00pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

1:00pm EDT

Innovation with XR for Health and Mindfulness
Curious to know what happens when XR infiltrates nutrition education to improve human health? This session aims to foster multidisciplinary collaboration to innovate XR for nutrition education as a springboard for XR use in other areas of health education.  The featured speakers, Dr. Pam Koch - nutrition education expert, and Dr. Maya Georgieva - XR expert, will converse about the opportunities, challenges, and future directions. Leave with fun, practical ideas how to get started in blending XR and nutrition education.

Nutrition Education Expert:
Pamela Koch, EdD, RD 
Executive Director, Laurie M. Tisch Center for Food, Education & Policy 
Research Associate Professor, Program in Nutrition 
Department of Health & Behavior Studies 
Teachers College Columbia University 
pak14@tc.columbia.edu 
Tel: 212-678-3001; 917-514-6207
pak14@tc.columbia.edu 
Office: 19 Russl

Pam provides leadership for all aspects of the Tisch Food Center’s work, including these reports. Pam conducts research about the connections between a just, sustainable food system and healthy eating. She translates the results from her research into useful resources such as curricula for schoolteachers and recommendations for policy makers. Pam is the primary author of the three Linking Food and the Environment (LiFE) curriculum series books: Growing Food; Farm to Table & Beyond, and Choice, Control & Change and coordinated the development, evaluation and dissemination of LiFE. Pam frequently speaks about nutrition education and sustainable food systems at meetings and conferences across the country. Pam also collaborates with several groups conducting food and nutrition education and working to increase access to healthy, sustainable food around New York City. She completed her BS and MS degrees in nutrition at Rutgers University, The State University of New Jersey, and her EdD and RD from Teachers College, Columbia University. 

“We need to unite. We must tell our government representatives that publicly supported food programs and nutrition education are critical for reducing health care costs, providing jobs, saving our environment, and increasing the quality of life of our citizens. We may be able to do more than just prevent these from being cut. We can be visionary, and advocate for policies and investments that help all New Yorkers be empowered eaters.” – Pam Koch

Mixed Reality (XR) Expert: 
Maya Georgieva
Futurist | Speaker | AR VR MR XR AI | Immersive Storyteller | Digital Learning & Design | Innovation | Emerging Tech | Digital Strategy (LinkedIn)Maya Georgieva is an XR and Edtech strategist, author, and speaker with more than 15 years of experience in higher education and global education policy. Her most recent work focuses on innovation, storytelling, immersive VR/AR experiences, learning design, design thinking, and digital strategy. Maya actively writes and speaks on the topics of innovation, immersive storytelling and the future of learning and consults organizations and startups in this space. She is an XR producer and serves as a judge and coach to several competitions and accelerator programs. Maya is a co-author of the State of XR and Immersive Learning report. Maya's work at Parsons School of Design focuses on XR, immersive narratives, design, and learning.

Maya is the co-founder and partner at Digital Bodies, a global consulting group focusing on the impact of immersive and virtual technologies on education and society. DigitalBodies.net is repeatedly voted in the Top Ten of EdTech’s 50 Must-Read Higher Ed Blogs and frequently cited as a must-read website for news and analysis of VR, AR, and emerging technology in education. Maya is a member of the Expert Panel for the Horizon Report for Higher Education and sits on several educational and corporate learning boards. She has been instrumental in developing partnerships within and outside of higher education with startups, corporate and non-government organizations.

Maya's work has been featured at The Economist, The Atlantic, EDUCAUSE, SXSWedu, MIT Media Lab, EDUCAUSE ELI, EAB, New Media Consortium, Online Learning Consortium, EDUCAUSE Review, The Chronicle of Higher Education, EdSurge, EdTech Magazine and Edutopia. She is the co-author of the widely popular EDUCAUSE Review Transforming Higher Ed Immersive Learning Series. She is the recipient of the Education Futurist Award from Campus Technology. Maya has delivered five 5 Minutes of Fame Talks at the annual NMC conference. One of her signatures Five Minutes of Fame talks focused on innovation in education and is available to view at: http://youtu.be/S-uZomkKOLc . Her second Five Minutes of Fame talk focused on the design of new learning experiences and the future of education: https://www.youtube.com/watch?v=yE7uWJB6cyU


Presenters
avatar for Pam Koch

Pam Koch

Executive Director, Laurie M. Tisch Center for Food, Education & Policy
Pam provides leadership for all aspects of the Tisch Food Center’s work. Pam conducts research about the connections between a just, sustainable food system and healthy eating. She translates the results from her research into useful resources such as curricula for schoolteachers... Read More →
avatar for Maya Georgieva

Maya Georgieva

Director, Education Futures / XReality Center, The New School
Maya Georgieva is a futurist, XR strategist, immersive storyteller, producer, and a sought-after keynote speaker on the future of Immersive Learning and Innovation in creative industries. As the Director of Education Futures and the XReality Center at the New School, Maya provides... Read More →


Thursday June 10, 2021 1:00pm - 2:00pm EDT
Innovation Garden Studios iLRN Virtual Campus, powered by Virbela

2:00pm EDT

Makeup Session for any missed presentations
Presentations that miss their time slot may be placed into this time slot.

Poster:
Extracting, Describing, and Representing Spatial Features of a Chemical Reaction Inside a Virtual Reality Learning Environment
Emmanuel Echeverri-Jimenez, Maria Oliver-Hoyo
Watch the presentation video


Presenters
EE

Emmanuel Echeverri-Jimenez

North Carolina State University


Thursday June 10, 2021 2:00pm - 3:00pm EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

2:00pm EDT

Poster Session: Serious Games In Awareness Processes
Serious Games In Awareness Processes
Jennifer Betzabe Samaniego-Franco, Dunia Inés Jara-Roa, Enrique Alejandro Fuertes-Cevallos 

Presenters
avatar for Enrique Alejandro Fuertes-Cevallos

Enrique Alejandro Fuertes-Cevallos

Student, Private Technical University of Loja, Ecuador
My name is Alejandro Fuertes. I'm a student of Software Engineering from the Private Technical University of Loja, Ecuador. I'm currently studying the last semester of my career. I was the president of my career between 2020-2021. I am a member of the VR Club of our University since... Read More →


Thursday June 10, 2021 2:00pm - 3:00pm EDT
Expo & Convention Center iLRN Virtual Campus, powered by Virbela

5:00pm EDT

Closing Ceremony
Wrapping up this month-long conference, iLRN President & CEO Jon Richter and key members of the iLRN Organizing Committee will lead a short presentation highlighting some of the key events and moments and invite the iLRN Community to join in preparations for next two years (2022 & 2023).  Help shape the future of our growing community! 

Presenters
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network


Thursday June 10, 2021 5:00pm - 6:00pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

6:00pm EDT

Distinguished Closing Keynote: The Future of XR and Education
Virtual Reality and Augmented Reality are two related technologies that are poised to become revolutionary educational platforms. This talk will address the many questions that surround this idea.

Questions like…
- When will VR and AR be ready to use in education?
- Which is better? VR or AR?
- What form will VR and AR platforms take?
- What students and topics will VR and AR serve most effectively?
- How can educators make the best use of these technologies?

Expect to come away with a clear picture of the present state and future promise of XR for Education.

Keynote & Plenary Speakers
avatar for Jesse Schell

Jesse Schell

Founder & CEO; Distinguished Professor of the Practice, Carnegie Mellon University Entertainment Technology Center, Schell Games
Jesse Schell is the CEO of Schell Games, a team of more than one hundred thirty people who strive to make truly great games, both for the purposes of entertainment and education, including award-winning VR games such as I Expect You To Die, HoloLAB Champions, and Until You Fall. Jesse... Read More →


Thursday June 10, 2021 6:00pm - 7:00pm EDT
Main Stage iLRN Virtual Campus, powered by Virbela

7:00pm EDT

Closing Night Dance Party
Go To Haptics for our Closing Night Dance Party!  Get ready to dance with DJ illexxandra!

https://www.instagram.com/illexxandra/


Thursday June 10, 2021 7:00pm - 8:00pm EDT
Haptics Mixed Reality Lounge and Supper Club
 
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