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FrameVR Online Campus Construction
More information to come regarding accessibility and usability design activities. Visit https://codex.immersivelrn.org/books/conference-online-hosts-private/chapter/ilrn-2026-framevr-campus-design-project for the Google Sheet handling Campus Construction for ...
House 2: Assessment & Evaluation (A&E)
This house explores how we measure learning, engagement, and outcomes within immersive environments. From usability testing in VR to evaluating narrative-driven simulations, members here investigate methodologies and frameworks for understanding whether immers...
House 4: Inclusion, Diversity, Equity, Access, & Social Justice (IDEAS)
The IDEAS house centers the human element in immersive learning — asking critical questions about who these technologies serve, who they leave behind, and how they can be designed to be genuinely inclusive. Topics include accessibility in XR environments, repr...
House 5: Science, Tech, Engineering, Arts, Math (STEAM)
This house explores immersive learning applications across STEAM disciplines — from virtual labs and AR-enhanced mathematics to embodied science simulations and creative arts experiences in VR. Members here investigate how immersive environments can deepen con...
House 6: Language, Culture, & Heritage
Language, Culture, & Heritage explores how immersive technologies can support language acquisition, cultural exchange, and the preservation of intangible heritage. From VR-based language immersion programs to AR experiences that bring cultural traditions to li...
House 7: Medical Education & Healthcare
This house focuses on the rapidly growing use of immersive technologies in medical training, patient education, rehabilitation, and healthcare simulation. Members explore how VR and AR are transforming clinical skill development, reducing procedural anxiety, a...
House 8: Nature & Environmental Sciences
Nature & Environmental Sciences investigates how immersive technologies can connect learners to the natural world — whether through virtual field experiences in inaccessible ecosystems, AR overlays that surface environmental data, or simulations that build und...
House 9: Workforce & Industry
This house examines immersive learning in professional and vocational contexts — including onboarding, skills training, safety simulations, and performance support across industries. From manufacturing floor VR training to immersive soft skills development, me...
House 10: Self-and-Co-Regulated Learning
This house explores how immersive environments support learners in managing their own learning processes — setting goals, monitoring progress, and reflecting on outcomes — as well as how collaborative immersive experiences foster co-regulation among groups. Re...
House 1: The Knowledge Tree — Foundations of Immersive Learning
The Knowledge Tree serves as the root and foundation of the iLRN virtual campus, anchoring all branch houses in the core disciplines that underpin immersive learning. This includes the learning sciences, computer science, game design, and user experience — the...
House 3: Galleries, Libraries, Archives, & Museums (GLAM)
The GLAM house bridges the worlds of cultural heritage and immersive technology. This space explores how galleries, libraries, archives, and museums are leveraging AR, VR, and narrative immersion to expand access, enhance preservation, and create transformativ...