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Immersive and Interactive Technologies in Education: Innovations, Applications, and Experiences

This special issue belongs to the section “Technology Enhanced Education“.

Special Issue Information

Dear Colleagues,

We are pleased to invite you to contribute to this Special Issue on Immersive and Interactive Technologies in Education: Innovations, Applications, and Experiences. The rapid advancement of immersive and interactive technologies, such as virtual reality (VR), augmented reality (AR), mixed reality (MR), extended reality (XR), and AI-driven techniques, has significantly transformed the landscape of teaching and learning. By simulating real-world or imaginary environments, enabling immersive interaction and hands-on practice, and fostering multisensory engagement, immersive and interactive technologies facilitate experiential and situated learning, allowing people to learn by doing, exploring, and engaging with content in more dynamic and meaningful ways.

This Special Issue aims to examine the innovative design, development, application, and impact of immersive and interactive technologies in education and training, and welcomes interdisciplinary perspectives and studies across disciplines including science, technology, engineering, humanities, arts, vocational training, etc., through submissions that examine both the opportunities and challenges associated with these technologies in diverse educational contexts, including K–12 education, higher education, workforce development, and informal learning environments.

Areas of interest include, but are not limited to, the following topics:

  • The design, development, and/or evaluation of immersive learning applications or environments (VR/AR/XR/MR);
  • Game-based learning, serious games, simulations. and interactive immersive storytelling;
  • Human–computer interaction (HCI) and user experience (UX) in immersive environments;
  • Artificial intelligence (AI) applications in interactive immersive environments;
  • AI-driven personalized or adaptive learning in immersive environments;
  • The impacts of immersive technologies on learners;
  • Empirical studies on learning outcomes and user experience in immersive environments;
  • Applications of immersive technologies in K–12, higher education, vocational training, and lifelong learning;
  • Comparative studies across disciplines, populations, or educational levels;
  • Trends and issues related to the application of emerging immersive technologies.

Dr. Yu-Tung Kuo
Dr. Yu-Chun Kuo
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 250 words) can be sent to the Editorial Office for assessment.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a double-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Education Sciences is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1800 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • immersive technologies
  • virtual reality (VR)
  • augmented reality (AR)
  • mixed reality (MR)
  • extended reality (XR)
  • artificial intelligence (AI)
  • metaverse
  • human–computer interaction
  • user experience

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Educ. Sci. - ISSN 2227-7102