Immersive Learning Research Network : 10th International Conference on Immersive Learning, iLRN 2024, Glasgow, UK, June 10-13, 2024, Revised Selected Papers, Part I (Communications in Computer and Information Science 2271) (2025. xxiv, 485 S. XXIV, 485 p.

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This book constitutes the proceedings of the10th International Conference on Immersive Learning, iLRN 2024, held in Glasgow, UK during June 10-13, 2024.

The 30 full papers and 13 short papers presented in this volume were carefully reviewed and selected from 144 submissions. They were categorized under the topical section as follows:

Part I:

Foundations in Immersive Learning Research and Theory; Assessment and Evaluation (A&E); Galleries, Libraries, Archives and Museums (GLAM); Inclusion, Diversity, Equity, Access, and Social Justice (IDEAS); STEM Education (STEM); Medical & Healthcare Education (MHE); Workforce Development & Industry Training (WDIT); Self and Co-regulated Learning with Immersive Learning Environments (SCILE).

Part II:

Special Track 1: Immersive learning across Latin America: State of Research, Use Cases and Projects; Special Track 2: Sustainable Development and Immerse Learning in the Climate Emergency; Special Track 3: Literacy Equity and Immersive Learning.

.- Foundations in Immersive Learning Research and Theory. .- The Vibrotactile Paradox: Corrective and Reenforcing Feedback in Educational VR. .- Scent Box: Prototyping and Instructions for Olfactory Enhancement of VR-Experiences. .- Measuring Cognitive Load with Eye-tracking during Mental Rotation with 2D and 3D Visualization in AR. .- Augmented Didactic: Interacting with 3D Models to Enhance the Memory Systems. .- Complexity of Agency in VR Learning Environments: Exploring Associations with Interactivity, Learning Outcomes, and Affect. .- Ready Student One: A Framework for Avatar Design in Higher Education. .- A Literature Review and Taxonomy of In-VR Questionnaire User Interfaces. .- Describing and Interpreting Immersive Learning Cases with the Immersion Cube and the Immersive Learning Brain. .- Exploiting the TARC framework: The Relations between Educators' Attitudes towards AR, Innovativeness, Digital Skills, and AR Skills in Education. .- Perceptions of Higher Education Students on Immersive Virtual Reality for Communication Skills Training. The Bodyswaps Case. .- Adaptive Learning and Instruction with Augmented Reality: A Scoping Review. .- An Evaluation of Headset vs Desktop Use for Accessing Virtual Worlds in a Higher Education Context. .- Design of Virtual Reality Environments to Support Learning in History Education. .- Perfecting the Interdisciplinary Storm: Immersive Narrative Development Workflows in Context of Meteorology Labs. .- Assessment and Evaluation (A&E). .- Is Usability always Productive in Learning Environments. .- Galleries, Libraries, Archives and Museums (GLAM). .- The Application of Procedurally Generated Libraries in Immersive Virtual Reality. .- Designing MetaHuman-Based Historical Characters in Virtual Exhibitions and Scenes: A Case Study on St Andrews. .- Inclusion, Diversity, Equity, Access, and Social Justice (IDEAS). .- Preliminary Report: Innovations in Participatory Immersive XR Research for Transition-Aged Autistic Adults. .- Preliminary Analysis of Empathy-Driven Design and Inclusive Cybersecurity Education: The Initial Phase of the uSucceed Project's Virtual Reality Curriculum for Neurodiverse Adults in STEM. .- Exploring the Inclusive Design and Use of Social MultiPlatform Virtual Reality for a Post-Secondary Gender Diversity Workshop. .- STEM Education (STEM). .- A Computer-Supported Collaborative Learning Environment for Computer Science Education. .- AR for Science Education: Students' Behaviour Patterns and the Relationship between Cognitive Load, Knowledge Acquisition and Performance. .- Spatial Audio Cues in an Immersive Virtual Reality STEM Escape Room Game: A Comparative Study. .- Lessons upon Dislikes: Educational Game Design Principles from Players' Negative Feedback. .- Exploring the Influence of Immersive Virtual Reality on Science Learning - An Affordance Approach. .- Immersive Learning in History Education: Exploring the Capabilities of Virtual Avatars and Large Language Models. .- The Potential of Virtual Reality for Immersive HCI Education: Insights from an Empirical Study. .- Promoting Science Identity Exploration: An Analysis of the Game Design Features in WaterWays. .- Medical & Healthcare Education (MHE). .- Learning from Immersive Augmented Reality on COVID-19 Transmission. .- Workforce Development & Industry Training (WDIT). .- Breaking Barriers in

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