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Call for Participation

TeacXR '26: The 1st International Workshop on Teaching XR (hybrid)
A hybrid pedagogical workshop in conjunction with the 25th IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2026)  |  Bari, Italy  |  October 5–9, 2026

Workshop Overview

As the need for XR (VR/AR/MR) development grows, the "skills gap" between technical proficiency and inclusive human-centred design has become a critical bottleneck. Unlike traditional 2D interfaces, XR development requires students to master complex 3D interactions, spatial navigation across parallel realities, and multisensory input/output.

TeacXR '26 is a half-day hybrid interactive workshop dedicated to the pedagogy of spatial computing, bringing together educators, researchers, and industry leaders to share evidence-based practices for teaching the design and development of VR/AR/MR applications. We invite submissions that explore how we can train the next generation of developers to prioritize more inclusive, human-centred design while juggling the challenges of teaching a multidisciplinary skill set.

Topics of Interest

We invite short paper case studies, position papers, and example syllabi abstracts on topics including, but not limited to:

Submission Categories

Short Papers (4-6 pages, references included)

Original research or robust case studies in XR education.

Position Papers (2-4 pages, references included)

Provocative ideas, proposed frameworks, or early-stage pedagogical experiments.

The "Syllabus Show-and-Tell" (1-2 page abstract, references included)

A description of a specific teaching module, assignment, or tool that you wish to demonstrate during an interactive session.

Important Dates

  • Submission Deadline (extended)
  • Notification of Acceptance
  • Camera-Ready Deadline
  • Workshop Date October 6, 2026

Submission Guidelines

All submissions must follow the IEEE VGTC format (opens in a new tab) and will be peer-reviewed (single-blind) by our international program committee. Accepted papers will be published in the ISMAR 2026 Adjunct Proceedings and indexed in IEEE Xplore.

Please submit via EasyChair at this link.

Accepted Papers

Below, are the papers to be presented at the inaugural TeacXR'26 conference at IEEE ISMAR in Bari, Italy!

Jue Wang
The Monarch Butterfly Tour: A Flexible XR Framework for Story-Driven Environmental Learning
Abstract

Environmental education faces an engagement gap: learners struggle to connect emotionally with ecological phenomena occurring far from their lived experience. This position paper proposes The Monarch Butterfly Tour, an interactive 3D educational application that follows Momo, a monarch butterfly, on her 4,000-kilometer mi- gration from the United States to central Mexico. The application transforms scientific data into a click-to-explore learning experi- ence centered on a single character, reflecting the biological reality of the Methuselah generation — the migratory cohort that com- pletes the full southward journey in one lifetime. By supporting both VR-based immersive interaction and desktop-based point-and- click exploration, the framework offers flexible deployment across diverse educational contexts. This paper argues that placing a single character at the center of an ecological simulation creates a peda- gogical anchor for emotional engagement, and that flexible modal- ity (VR/desktop) broadens accessibility without sacrificing learning depth. This position paper presents the design framework and ar- gues that its dual-modality design process serves as a reproducible curriculum case study for teaching the transition from traditional HCI to immersive 3D interactions in XR education.

Krishna Priya Choudoor
Hooping into Spatial Computing: Hula Hoops as Embodied Visual Scaffolds for Teaching XR Design Concepts
PDF
Abstract

XR design education requires learners to develop spatial, embodied, and experiential ways of thinking that are not always supported by software-first instruction. This position paper explores hula hoops as low-cost pedagogical artifacts for introducing selected XR design concepts through bodily movement and visual-spatial demonstra- tion. We present a hoop-based framework that identifies relevant XR concepts across Environment Design, Interaction and Navigation Design, and Experience Design; defines broad hoop activity families; and maps selected activities to learning outcomes in XR design. The mappings are classified through four criteria: embodiment, visual- ization, spatial manipulability, and XR design transferability. Rather than presenting an evaluated teaching method, the paper contributes a conceptual framework and research agenda for using play-based physical artifacts to support novice XR designers in reasoning about spatial understanding and spatial reasoning, coordinate systems, embodied interaction, spatial interfaces, navigation, attention, and perception.

Cyan DeVeaux, Kai Frazier, James Landay and Jeremy Bailenson
Supporting Technology Career Interest and Prosocial Attitudes through Virtual Reality Co-creation in the Classroom
PDF
Abstract

Grounded in creative learning and culturally responsive computing, this case study investigates the use of virtual reality (VR) co- creation as a meaningful context for K-12 students' engagement with spatial computing. Fifth through eighth grade students (n = 68) learned about the history of hip-hop and collaboratively built VR music video sets centered on messages they wanted to share. Findings suggest that this intervention significantly increased stu- dents' interest in pursuing technology careers and their motivation to make a difference in their communities. Additionally, it helped elicit a range of VR design ideas grounded in students' values, af- firmations, and issues they cared about. We conclude by discussing the affective and creative affordances of this approach. We also dis- cuss considerations for integrating VR co-creation into the class- room, including how asymmetric access to devices and tools may help scaffold collaboration.

Cosima Holler and Ceenu George
Making Inclusive XR a Core Teaching Practice: Insights from a Second Iteration
Abstract

We report a second iteration of a one-week XR block seminar structured as a hackathon, in which HCI students (N=14, four teams) co-designed XR prototypes with neurodivergent adults (N=3, care takers N=2) from Lebenshilfe Berlin e.V.1 and PIKSL e.V.2. Draw- ing on student feedback from the first iteration, the seminar was extended to a Wednesday-to-Wednesday format (eight days), con- crete team-specific design themes were introduced, and a structured expert review phase was added prior to the final user testing session with neurodivergent participants. Expert review, which was con- ducted by the lecturer and three teaching assistants, provided early feedback that allowed students to refine accessibility and interaction design before participants engaged with the prototypes on the final day. The Lebenshilfe team reported the collaboration as notice- ably more relaxed than the previous iteration, attributing this to the longer onboarding process, increased mutual familiarity, and better- scoped design themes. Qualitative findings from student and teach- ing reflections, and a closing discussion point to improved proto- typing stability, stronger early accessibility integration, and more confident participant interaction. We discuss how the interplay be- tween expert review and end-user co-design can be productively structured in time-constrained teaching formats.

Yan Hu and Gauri Vinsha Singh
Teaching Advanced XR Development in the Vibe Coding Era
PDF
Abstract

Designing an “Advanced XR Development” course within a master's program in XR presents unique challenges, as students al- ready develop self-contained artifacts through multiple project- based courses covering topics such as interaction techniques, novel immersive interfaces, and immersive analytics. However, an anal- ysis of the program structure reveals a critical gap: limited atten- tion is given to integrating individual XR components into large, complex systems. We argue that this integration gap represents a key opportunity for advanced XR education. This paper explores how AI-assisted development (vibe coding) can reshape XR educa- tion by lowering implementation barriers and shifting the learning focus from building isolated components toward higher-level cap- stone competencies, including system design, integration, debug- ging, and evaluation. We propose the design of an “Advanced XR Development” course, presenting its learning objectives, teaching activities, and assessments. Rather than offering a finalized cur- riculum model, we position this work as a provocation for the com- munity to discuss.

Aranis Das and Shubhendu Das
Programming with the Physical World: Object-Aware AR Interactions for Children
PDF
Abstract

Physical objects can be powerful anchors for children's AR authoring because they make spatial interaction concrete: learners can see, move around, and program against objects in their own environ- ment. Building on constructionist tools such as Scratch and Capy- bara, we present an object-aware mobile augmented reality proto- type that explores how everyday objects can become programmable targets for playful character-object interactions. In the prototype, learners place animated characters in an AR scene, detect everyday objects such as cups, apples, and bottles, and transform those detec- tions into simple interactable three-dimensional proxies. Characters can then perform simple behaviors such as jumping onto, jumping over, or bouncing off these object proxies. The system intentionally uses lightweight geometry and visible interaction rules rather than high-fidelity reconstruction, making perception, anchoring, scale, collision, and event-driven behavior easier to reason about. This paper describes the design motivation, system architecture, interac- tion model, and planned classroom-oriented evaluation of the pro- totype as a low-barrier way to connect visual programming ideas with physical-world AR interaction.

Majed Elwardy and Miram Ali
Operationalizing XR-MOT: A Workflow for Designing Extended Reality Learning Experiences
PDF
Abstract

Extended Reality (XR) is increasingly adopted in education to support immersive and experiential learning. However, educators often lack structured guidance for designing XR learning experiences that align pedagogical objectives with technological and organizational considerations. Existing frameworks primarily describe the rela- tionships between these elements but provide limited support for the instructional design process. This paper operationalizes the XR- MOT framework by proposing a decision-driven workflow for XR instructional design. The workflow introduces the educational role of XR as the first design decision, distinguishing between teaching using XR and teaching XR, before guiding educators through ed- ucational needs analysis, learning objective definition, pedagogical design, XR learning experience design, and Management of Tech- nology (MOT) considerations. A History of Architecture course is used to demonstrate the applicability of the proposed workflow, il- lustrating how instructional decisions systematically progress from educational goals to sustainable XR implementation. The proposed workflow extends the conceptual XR-MOT framework by provid- ing practical guidance for educators and instructional designers while promoting pedagogy-driven, sustainable XR integration in education.

Matthew Buckman, Zahra Borhani, Haley McCoy, Yue Dong, Yanlin Guo, Rebecca Atadero, Hannah Hausman, Matthew Rhodes, Marcia Moraes and Francisco Ortega
Does Virtual Reality Design Matter for Learning? A Study of Fluid Dynamics
PDF
Abstract

Developing a deep conceptual understanding of physics phenomena is essential for engineering students to transfer their knowledge across different domains. However, teaching abstract and invisible concepts, such as fluid dynamics, that cannot be directly observed in the physical world, remains challenging. Virtual Reality (VR) offers new opportunities to support learning by enabling interactive visualizations that make invisible physical processes observable. Despite this potential, the use of VR in STEM education remains relatively limited due to the high cost and technical expertise re- quired for development. Consequently, it remains unclear whether the benefits of incorporating VR into instruction justify these costs, creating a need to evaluate whether VR can improve conceptual un- derstanding. This study investigates the effectiveness of VR as a supplemen- tary tool for teaching fluid dynamics, a complex and non-intuitive physics phenomenon that is difficult to observe directly. To evaluate this, we conducted a between-subjects study with 31 participants comparing two instructional conditions: traditional slide-based in- struction and slides supplemented with a VR experience. Partici- pants' conceptual understanding was assessed using a comprehen- sion quiz. Our findings revealed that participants who experienced only traditional teaching content outperformed those who experi- enced the additional VR-based learning module.

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.

Time (GMT+2, Rome/Bari time) Session Description
02:00 - 02:15 Welcome & Vision Introduction by the organizers. Framing the challenges in current XR education.
02:20 - 02:45 Keynote by Mark Billinghurst Title TBA
02:50 - 03:20 Interactive Breakout Participants split into groups (Hybrid-friendly) to solve a specific challenge, such as: "Designing for accessibility," or "Measuring learning outcomes in the age of LLMs,"" or "if and where to talk about ethics and privacy in an XR course."
03:20 - 04:00 Coffee & Networking Break
04:00 - 05:00 Lightning Paper Presentations 5-minute presentations of accepted papers, followed by a brief shared Q&A. Focus on "Current States of XR Teaching."
05:05 - 05:30 Syllabus Show-and-Tell A curated syllabus sharing session. Organizers and attendees share a specific tool (e.g., WebXR vs. Unity) or a group assignment that successfully incorporated social XR or accessibility. What lessons should a 12-week semester include?
05:30 - 05:40 Synthesis & Roadmapping Discussion on future iterations of TeacXR, community resource sharing, and potential shared dissemination ideas.

Organizing Committee

Portrait of Anthony Scavarelli
Anthony Scavarelli
Toronto Metropolitan University
Department of Computer Science
Assistant Professor
View Homepage →
Portrait of Preeti Raman
Preeti Raman
Toronto Metropolitan University
Department of Computer Science
Assistant Professor
View Homepage →
Portrait of Rob Teather
Robert J. Teather
Monash University
Department of Human-Centred Computing
Senior Lecturer
View Homepage →
Portrait of Vicky McArthur
Victoria McArthur
Monash University
Department of Human-Centred Computing
Senior Lecturer
View Homepage →
Portrait of Sam Qorbani
Sam Qorbani
MacEwan University
Department of Computer Science
Associate Professor
View Homepage →
Portrait of Mark Billinghurst
Mark Billinghurst
Adelaide University
Director, Australian Research Centre for Interactive and Virtual Environments
Professor
View Homepage →

Program Committee

The program committee includes the organizers, individuals below, and invited contributors.

Kristen Grinyer
Carleton University
Annie Le
Toronto Metropolitan University
Ali Naveed
Toronto Metropolitan University

Contact

For TeacXR workshop questions, please contact us at teacxr@gmail.com.

Co-Organizing Institutions