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Computers & Education: X Reality

  • ISSN: 2949-6780

Next planned ship date: June 19, 2024

Computers and Education: X Reality (CEXR) affords a platform for researchers, developers, and educators to publish their research progress, share novel research ideas, and demonstr… Read more

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Next planned ship date:
June 19, 2024

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Computers 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