I recently received the following email, containing details on the next iLRN conference, which will take place in the virtual world of VirBELA:
The 7th International Conference of the Immersive Learning Research Network (iLRN 2021) will be an innovative and interactive virtual gathering for a strengthening global network of researchers and practitioners collaborating to develop the scientific, technical, and applied potential of immersive learning. It 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 across the full span of learning—from K-12 through higher education to work-based, informal, and lifelong learning contexts.
Following the success of iLRN 2020, our first fully online and in-VR conference, this year’s conference will once again be based on the iLRN Virtual Campus, powered by VirBELA, but with a range of activities taking place on various other XR simulation, gaming, and other platforms. Scholars and professionals working from informal and formal education settings as well as those representing diverse industry sectors are invited to participate in the conference, where they may 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 educate, engage, and excite learners.
Note: The 2020 iLRN conference drew over 3,600 attendees from across the globe, making the scheduling of sessions a challenge. In 2021, conference activities will be spread over a four-week period so as to give attendees more opportunities to participate at times that are conducive to their local time zones.
Papers and proposals may be submitted to one of 10 program tracks, the first nine of which correspond to the iLRN Houses of application, and the tenth of which is intended for papers making knowledge contributions to the learning sciences, computer science, and/or game studies that are not linked to any particular application area:
- Assessment and Evaluation (A&E)
- Early Childhood Development & Learning (ECDL)
- Galleries, Libraries, Archives, & Museums (GLAM)
- Inclusion, Diversity, Equity, Access, & Social Justice (IDEAS)
- K-12 STEM Education
- Language, Culture, & Heritage (LCH)
- Medical & Healthcare Education (MHE)
- Nature & Environmental Sciences (NES)
- Workforce Development & Industry Training (WDIT)
- Basic Research and Theory in Immersive Learning (not linked to any particular application area)
The iLRN 2020 conference was amazing, and I hope to see you at iLRN 2021!