Workshop Overview
As eXtended Reality (XR) moves from a niche research interest to a mainstream medium, the "skills gap" between technical proficiency and human-centric design has become a critical bottleneck. TeacXR '26 is a half-day, interactive workshop dedicated to the pedagogy of spatial computing.
Unlike traditional 2D interfaces, XR requires students to master complex 3D interactions, spatial navigation, and multisensory feedback. This workshop brings together educators, researchers, and industry leaders to share evidence-based practices for teaching the design and development of AR/VR/MR applications. We invite submissions that explore how we can train the next generation of developers to prioritize accessibility, user comfort, and ethical design.
Topics of Interest
We invite short papers, position papers, and case studies on topics including, but not limited to:
- XR Pedagogy Developing learning objectives and assessment rubrics for spatial computing.
- Low-Barrier Learning Using WebXR (A-Frame, Three.js) and other open-source tools to democratize XR education.
- The "HCI Gap" Methods for teaching 3D interaction patterns, gestural UI, and spatial audio.
- Inclusive Design Strategies for training students to build accessible XR for diverse abilities.
- Curriculum Case Studies Lessons learned from "learning by making" and interdisciplinary student projects.
- Evaluating Student Work Metrics and tools for assessing immersive assignments.
- Ethics of New Virtual Worlds Strategies for embedding ethical considerations into how we design and develop virtual environments.
Submission Categories
Original research or robust case studies in XR education.
Provocative ideas, proposed frameworks, or early-stage pedagogical experiments.
A description of a specific teaching module, assignment, or tool that you wish to demonstrate during an interactive session.
Important Dates
- Submission Deadline
- Notification of Acceptance
- Camera-Ready Deadline
- Workshop Date October 5 or 6, 2026 (TBD)
Submission Guidelines
All submissions must follow the IEEE VGTC format (opens in a new tab) and will be peer-reviewed by our international program committee. Accepted papers will be published in the ISMAR 2026 Adjunct Proceedings and indexed in IEEE XRef/Xplore.
Further detail to be announced soon!
Workshop Format & Agenda
TeacXR '26 is a participatory, highly interactive half-day workshop (~210 Minutes). To maintain high engagement, the session balances rapid presentation styles with deep-dive collaborative breakouts. NOTE: The current schedule is subject to change.
| Time Offset | Session | Description |
|---|---|---|
| 00:00 - 00:20 | Welcome & Vision | Introduction by the organizers. Framing the "Skills Gap" in current XR education. |
| 00:20 - 01:20 | Lightning Paper Presentations | 5-7 minute rapid-fire presentations of accepted position papers, followed by brief Q&A. Focus on "Current States of XR Teaching." |
| 01:20 - 01:40 | Coffee & Networking Break | Facilitated networking (with a dedicated "virtual coffee" breakout for remote attendees). |
| 01:40 - 02:20 | "Syllabus Show-and-Tell" | A curated syllabus sharing session. Organizers and attendees share a specific tool (e.g., WebXR vs. Unity) or an assignment that successfully bridged the 2D-to-3D development gap. |
| 02:20 - 03:10 | Interactive Breakout: The "Curriculum Hack" | Participants split into groups (Hybrid-friendly) to solve a specific challenge, such as: "Designing for accessibility" or "Measuring learning in XR assessments." |
| 03:10 - 03:30 | Synthesis & Roadmapping | Group reports and the "Manifesto" draft. Discussion on future iterations of TeacXR and community resource sharing. |
Organizing Committee
Program Committee
Carleton University
Toronto Metropolitan University
Toronto Metropolitan University