Mixed Reality (MR) technologies, including Virtual Reality and Augmented Reality, present educational and training opportunities that are not possible with traditional instruction methods and other mediums, like online videos. MR allows users to experience high-fidelity environments and scenarios that would normally be dangerous to learn in, such as a real battlefield, or difficult to simulate, such as flooding during an airplane crash. Unlike some traditional instruction methods, MR applications offer consistent education and training that do not vary from instructor to instructor. Higher-fidelity MR technologies also afford the development of psychomotor skills through physical 3D interactions. This is especially important when resources are limited for training purposes, such as busy operating rooms or expensive surgical robots.
The goal of this Research Topic is to provide an overview of how MR is currently being used for education and training. Contributors are expected to demonstrate the versatility of MR technologies for learning purposes, especially in any contexts or domains that MR has not been applied before. Articles should address at least one of three focus areas: design spaces for MR-based learning applications, studies demonstrating the efficacy and benefits of MR-based education or training, and design guidelines for effective MR-based learning.
We seek contributions including, but not limited to, the following topics:
• 3D interactions for training
• Augmented environments for learning
• Game-based learning
• Modeling and simulation for instructional purposes
• MR-based education or training
• MR classrooms
• Presence and learning
• Serious games
• Simulation-based training
• Virtual environments for learning
• Virtual tutors
Mixed Reality (MR) technologies, including Virtual Reality and Augmented Reality, present educational and training opportunities that are not possible with traditional instruction methods and other mediums, like online videos. MR allows users to experience high-fidelity environments and scenarios that would normally be dangerous to learn in, such as a real battlefield, or difficult to simulate, such as flooding during an airplane crash. Unlike some traditional instruction methods, MR applications offer consistent education and training that do not vary from instructor to instructor. Higher-fidelity MR technologies also afford the development of psychomotor skills through physical 3D interactions. This is especially important when resources are limited for training purposes, such as busy operating rooms or expensive surgical robots.
The goal of this Research Topic is to provide an overview of how MR is currently being used for education and training. Contributors are expected to demonstrate the versatility of MR technologies for learning purposes, especially in any contexts or domains that MR has not been applied before. Articles should address at least one of three focus areas: design spaces for MR-based learning applications, studies demonstrating the efficacy and benefits of MR-based education or training, and design guidelines for effective MR-based learning.
We seek contributions including, but not limited to, the following topics:
• 3D interactions for training
• Augmented environments for learning
• Game-based learning
• Modeling and simulation for instructional purposes
• MR-based education or training
• MR classrooms
• Presence and learning
• Serious games
• Simulation-based training
• Virtual environments for learning
• Virtual tutors