Join immersive learning experts and practitioners from across the disciplines in sunny California for i LRN 2016! The 2nd Annual International Conference of the Immersive Learning Research Network will be an innovative handson and scholarly meeting for an emerging global network of developers, educators, and research professionals collaborating to develop the scientific, technical, and applied potential of immersive learning. Following an outstanding inaugural event in Prague in 2015, this conference will be held on the campus of The University of California Santa Barbara from June 27th - July 1st, 2016. Organized by Appalachian State University in conjunction with Oregon State University, Graz University of Technology and University of Essex, the theme of this 2nd Annual iLRN conference will be “The Versatilist”, which is also the title of iLRN’s official podcast hosted by iLRN General Chair Patrick O’Shea, found at http://immersivelrn.org/resources/the-versatilist-podcast/ .
2nd Annual ILRN Conference Theme: “The Versatilists”
Immersive Learning is a complex enterprise. Creating effective learning experiences using immersive technologies requires the coordination of multiple types of expertise and effort. People engaged in the production of high quality immersive learning experiences, thus, must be a specialist in one or more disciplines with the ability to appreciate and work effectively from the lens of other specialties. Immersive Learning professionals need to be “versatilists”. As such, this conference is focused on providing opportunities for individuals from a wide variety of areas to share their information across the fields involved with the development, scholarship and business of immersive learning.
Continuing the initiators previous success in workshops and conferences on immersive environments for learning and training purposes, and building on the success of previous iLRN events, this international conference series spans the topic range from innovative research, technologies and tools to successful services and products of immersive environments to foster learning, training and other activities in motivational and engaging ways. The objective is to uncover and discuss emerging trends and technologies, sound research and best practices, successful products and services within an international and interdisciplinary community. This includes but not limits its focus to virtual and augmented worlds, learning and motivational games, educational simulations, mixed/augmented reality, and related learning and teaching tools, techniques, technologies, and standards.
Topics of interest in the context of immersive environments for the main conference include:
• Immersive Technologies, Systems and Devices
• Natural and Built Environments as Immersive Learning Spaces
• Cognitive and Pedagogical Analysis
• Learning and Training Applications
• Non-leisure Games and Gamification
• A Glance into the Future: Innovations, Challenges and Applications
• Games and Entertainment
• Art and Creativity
• Cultural Heritage
Special tracks are held in parallel with the main track and are an integral part of the conference. They provide researchers in focused areas the opportunity to meet and present their work. Special track papers are required to meet the same standards as papers in the general conference and are published in iLRN's conference proceedings.
iLRN 2016 Special Tracks:
• K-12 and School Tech
• Self-Regulated Learning in Immersive Environments
• The Future of Education
• Cognitive Serious Gaming (CSG)
For a detailed description on each track please visit: http://immersivelrn.org/ilrn2016/special-tracks/
• Papers submission deadline (main conference and special tracks): February 15, 2016
• Author notification of acceptance: March 30, 2016
• Camera-ready deadline: April 23, 2016
• Workshop/poster submissions: March 15, 2016
• Workshop/poster notification of acceptance: May 1, 2016
• Workshop/poster camera-ready deadline: May 29, 2016
• Main conference and special tracks: June 27th – July 1st, 2016
The objectives of this session are to discuss and review NSF’s future portfolio of data intensive research on immersive environments in the context of two workshops that NSF funded to address new research paradigms arising from technologies that collect large amounts of data from interactions, sensor networks, video, and other multimedia data. These changed paradigms have occurred in other disciplines such as biology, health informatics, earth science, and astronomy and draw methods from the disciplines of computer science and statistical research. These changed paradigms will be discussed as to how they relate to changed research paradigms in education – in particular for immersive virtual reality. An indication of changing research paradigms in education research is the establishment of two new education research communities - education data mining and learning analytics. How these interact with immersive multimedia environments will be discussed in this session.
A discussant will be chosen to both moderate and summarize the presentations. The presentations will roughly follow some of the sessions of NSF funded data intensive research workshops and will include the following topics:
Participating NSF program officers and AAAS Fellows will include Elizabeth Burrows, John Cherniavsky, Christopher Hoadley, Anthony Kelly, Gul Kremer, Kevin Lee, Susan Singer, and Finbarr Sloane.