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iLRN 2020 : iLRN 2020 Special Track on Playful Immersive Learning Experiences


When Jun 21, 2020 - Jun 25, 2020
Where San Luis Obispo
Submission Deadline Jan 31, 2020
Notification Due Mar 23, 2020
Final Version Due Apr 6, 2020
Categories    game-based learning   technology-enhanced learning   virtual reality   augmented reality

Call For Papers


iLRN 2020: 6th International Conference of the Immersive Learning Research Network

June 21–25, 2020, San Luis Obispo, California, USA

Technically co-sponsored by the IEEE Education Society,
with proceedings to be submitted for inclusion in IEEE Xplore®

Conference theme: “Vision 20/20: Hindsight, Insight, and Foresight in XR and Immersive Learning”

The Immersive Learning Research Network (iLRN) is a burgeoning global network of researchers and practitioners collaborating to develop the scientific, technical, and applied potential of immersive learning. Its annual conference is the premier scholarly event focusing on advances in the use of virtual reality (VR), augmented reality (AR), mixed reality (MR), and other extended reality (XR) technologies to support learners and learning. Leading scholars and professionals operating in formal education settings as well as those representing diverse industry sectors will converge on the historic and picturesque coastal city of San Luis Obispo, California for iLRN 2020, where they will share their research findings, experiences, and insights; network and establish partnerships to envision and shape the future of XR and immersive technologies for learning; and contribute to the emerging scholarly knowledge base on how these technologies can be used to create experiences that educ!
ate, engage, and excite learners.

Conference website:


Special Track on Playful Immersive Learning Experiences

Playfulness has always been one of the core traits of good learning experiences, in particular facilitating types of learning such as explorative learning, trial and error, inquiry-based learning, learning by doing and more. Combining immersive technology with playful and game-based learning approaches can help to build spaces for learning that are realistic and believable yet invite learners to experiment without considering success or failure. Further flow experiences are highly related to both good learning experiences and challenging play, and playful learning in immersive environments can ideally deepen and prolong flow experiences. As advances in VR and AR technology converge with the wide availability of sensors, digital fabrication devices and wearables at the consumer level, playful learning experiences increasingly become available to schools and wider section of the population. At the same time creation, extension and adaptation of these experiences has become more widely and openly available.
Consequently the aim of this track is to shed light on how playful immersive learning experiences can be designed and make use of these novel technological developments, how transfer of knowledge works with these environments, how they can be developed to allow for appropriation and adaptation, and how and if they succeed in triggering learning experiences.

List of Topics:​
• Explorative design studies of playful immersive learning experiences
• Creating and studying AR and VR learning games
• User Studies of how players interact with playful immersive learning experiences
• Incorporating digital fabrication and wearables in VR and AR applications and games
• Validation studies of learning gains and transfer using playful immersive learning experiences
• Using playful immersive learning experiences in educational settings
• Using playful immersive learning experiences in health care
• Using playful immersive learning experiences for self-measurement, introspection and personal growth
• User-generated content, appropriation and adaptation of playful immersive learning experiences
• Ethical considerations and critical studies for creating and applying playful immersive learning experiences


Refereed papers for proceedings:
- Full or short paper for oral presentation
- Short or work-in-progress paper for poster presentation


- Main submission deadline*: 2020-01-31
- Main-round notifications: 2020-03-23
- Camera-ready papers (Main): 2020-04-06
- Late submission deadline*: 2020-03-30
- Late-round notifications: 2020-04-27
- Camera-ready papers (Late): 2020-05-11
- Conference: 2020-06-21 to 2020-06-25

*Full and short papers can only be submitted in the main round.


Accepted and registered papers presented at iLRN 2020 will be published in the conference proceedings and submitted to the IEEE Xplore® digital library. IEEE makes Xplore content available to its abstracting & indexing partners, including Elsevier (Scopus, Ei Compendex) and Clarivate Analytics (CPCI - part of Web of Science).


Prof. Fares Kayali
Professor of Digital Education and Learning

University of Vienna
Centre for Teacher Education
Porzellangasse 4
1090 Vienna, Austria
+43 1 4277 60050

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