Research in Learning Technology (RLT) MMR Special Collection Update 2019 – Call for Papers
- Dr Thomas Cochrane, Centre for Learning And Teaching, Auckland University of Technology, New Zealand.
- Associate Professor James Birt, Faculty of Society and Design, Bond University, Australia.
- Dr Vickel Narayan, Faculty of Business and Economics, University of Sydney, Australia.
Focus of the special collection update
Mobile Mixed Reality (MMR) is a rapidly developing technology that is being implemented in many different learning environments. A lot has changed already since the publication of our 2018 Special Collection on MMR, and this update to the 2018 special collection on MMR for 2019 will highlight the latest research in this domain.
Mobile device ownership is ubiquitous, leading to many higher and further education institutions exploring a BYOD approach to mobile learning. However, most mobile learning projects are device centric and focus upon repurposing content for delivery to small screens and substitution of pre-existing pedagogical strategies. The potential of mobile learning is to enable new collaborative networked pedagogies and professional practice through enabling authentic learning beyond the classroom. This special issue invites papers that explore the boundaries of current knowledge and approaches to mobile learning, and specifically explore the unique affordances of mobile devices for learner-generated content and experiences via such technologies as collaborative media production and sharing, Virtual Reality (VR), Augmented Reality (AR), Mixed Reality, geolocative and contextual sensors, drones and wearable technologies.
Augmented and virtual reality (mixed reality) is an emerging technology that bridges the gap between computer generated and real world environments. Mobile Mixed Reality enables the design of authentic learning environments that explore the impact of socio-culture influences, and lead to deeper student engagement with the real world via digitally enhanced gamified environments. This is illustrated by the phenomenon of Pokemon Go, and emergent mobile mixed reality projects with the likes of the Microsoft Hololens and Google Cardboard. The use of AR and VR to support teaching and learning has shown to have many advantages which include enhancement of learning achievement in terms of enhanced learning outcomes, motivation and engagement (Bacca, Baldiris, Fabregat, Graf, & Kinshuk, 2014). Interest in the application of VR and AR have increased dramatically over the last few years (Akçayır & Akçayır, 2017). However due to the relatively emerging nature of these technologies the implications of these tools in education are still largely still being explored. Of particular interest for this special collection are investigations in areas such as, but not restricted to:
- Reviews of the state of the art of mobile augmented reality (AR) and mobile virtual reality (VR) and immersive reality (XR) in higher and further education
- Reviews of the key themes in recent mobile learning research in higher and further education
- Heutagogy and mobile AR/VR/XR in higher and further education
- Case studies in mobile AR/VR/XR in higher and further education
- Frameworks for mobile AR/VR/XR in higher and further education
The methodological theme for this special collection focuses on research approaches that move beyond simple comparative case studies, and explore the application of Design-Based Research as a methodology for designing authentic mobile learning (Bannan, Cook, & Pachler, 2015). As such, a feature of this special issue will be to introduce the readership of RLT to the educational applications of mobile learning that they perhaps were unaware of or have not previously used. Topics of interest may include:
- Mobile AR games in education;
- Mobile VR games in education;
- 360-degree mobile imagery in education, such as Google Maps and Google StreetView;
- 360-degree mobile video in education, such as YouTube 360;
- Connecting people to places using AR/VR/XR
- The use of contextual sensors in education, such as iBeacons;
- The use of drones in education; and
- Wearable technologies.
Papers should be submitted through the RLT online submission system. Please select the journal section in the system ”Special Collection: Mobile Mixed Reality” when submitting your papers for review.
Deadlines for authors
- Call for papers open: 16 July 2019
- Submission deadline: 31 August 2019
- Decision on manuscripts: 31 October 2019
- Revised/final manuscripts: 15 November 2019
- Publication: December 2018 (indicative)
Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11.
Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented Reality Trends in Education: A Systematic Review of Research and Applications. Educational Technology & Society, 17 (4), 133–149.
Bannan, B., Cook, J., & Pachler, N. (2015). Reconceptualizing design research in the age of mobile learning. Interactive Learning Environments, 1-16. doi:10.1080/10494820.2015.1018911