Computers & Education: X Reality
Volume 2 • Issue 2
- ISSN: 2949-6780
Computers and Education: X Reality (CEXR) affords a platform for researchers, developers, and educators to publish their research progress, share novel research ideas, and demon… Read more
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Request a sales quoteComputers and Education: X Reality (CEXR) affords a platform for researchers, developers, and educators to publish their research progress, share novel research ideas, and demonstrate pedagogical innovation on topics relating to mixed reality for educational purposes. In particular, CEXR is interested in immersive learning, personalized and adaptive learning, smart education, and interactive learning. CEXR's scope includes topics such as the following:
VR/AR/MR in e-learning systems
Collaborative learning in VR/AR/MR environments
Multiuser and distributed VR/AR/MR learning systems
The social, business and human aspects of the virtual world for education
Usability and user experience in the virtual world for education
Human-centred and learner-centred virtual learning
3D interaction for VR/AR/MR for education
Artificial intelligence, IoT, Big data in VR/AR/MR e-learning applications
Immersive gaming and VR/AR/MR-driven edutainment
Virtual environments for surgical, medical, and safety education
Virtual reality and Art technology for education
Ethical issues in VR/AR/MR for education
Mobile VR/AR/MR educational solutions
VR/AR/MR hardware/devices/infrastructure for education and training
Applications of haptics technologies for teaching and learning innovations
Spherical video-based virtual reality for teaching and learning
VR/AR/MR software applications for education and training
Blockchain and NFTs applications in the Metaverse for education
VR/AR/MR techniques for smart campus
The integration of virtual communities (e.g., social media, online communities, and/or VR/MR/AR) for education
User experience and interface design issues for educational experiences in VR/MR/AR and the Metaverse
The integration of VR/MR/AR and the Metaverse with traditional classroom learning
Exploring how VR/MR/AR and the Metaversecan make education more accessible to students with different needs and abilities
- ISSN: 2949-6780
- Volume 2
- Issue 2