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Computers & Education: X Reality

  • Volume 2Issue 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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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