Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and eXtended Reality (XR) technologies seem to be powerful and promising tools in education and training because of their unique affordances, learning affordances and their enacted learning activities. A systematic effort and more empirical studies are needed in order to show how the affordances of all these systems can be used in instructional and learning processes.
To respond the increasing demands of exploiting VR, AR, MR, and XR in education, the Track on Augmented Reality and Virtual Worlds in Education and Training (ARVWET) invites researchers and practitioners to submit original research work in the following topics: