From the CFP:
This special issue of The Journal of Interactive Technology and Pedagogy seeks to feature pedagogical approaches to integrating XR technology into the educational curriculum in a wide variety of institutions and settings. The intention is to highlight a wide range of inter-, multi-, and transdisciplinary approaches to both utilizing and creating Virtual Reality, Augmented Reality, and other immersive technologies (collectively referred to as Extended Reality, or XR) at any level of education. We are interested in the study, design, development, and critique of student-centered and interactive uses of XR applications, and particularly welcome consideration of uses that involve collaborations with community partners, and cases where the XR technology aims to facilitate social justice and equitable access. We are also interested in examples of STEM to STEAM (Science, Technology, Engineering, Art, and Mathematics) collaboration, and in initiatives that include a wide range of students and disciplines in engagement with XR. Our concept of XR is inclusive of everything from mobile and cardboard applications, to 360 video and games, to CAVES and full-on immersive headsets and controller-based applications.