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Workshops

The purpose of workshops is to provide a more interactive and focused platform for presenting and discussing new and emerging ideas. The format of paper presentations may include oral presentations, poster presentations, keynote lectures and panels. Depending on the number of presentations, workshops can be scheduled for 1 day or 2 days. All accepted papers will be published in a special section of the conference proceedings book, under an ISBN reference, and on digital support. All papers presented at the conference venue will be available at the SCITEPRESS Digital Library. SCITEPRESS is a member of CrossRef and every paper is given a DOI (Digital Object Identifier). The proceedings are submitted for indexation by SCOPUS, Google Scholar, DBLP, Semantic Scholar, EI and Web of Science / Conference Proceedings Citation Index.

Workshop proposals are accepted until:

January 20, 2026


If you wish to propose a new Workshop please kindly fill out and submit this Expression of Interest form.

WORKSHOPS LIST

ERSeGEL 2026Workshop on Extended Reality and Serious Games for Education and Learning
Chair(s): Valerio De Luca, Andrea Generosi, Giovanni D'Errico, Giulia Pellegrino, Carola Gatto and Federica Faggiano

Workshop on
Extended Reality and Serious Games for Education and Learning
 - ERSeGEL 2026

Paper Submission: March 24, 2026
Authors Notification: April 7, 2026
Camera Ready and Registration: April 15, 2026

Co-chairs

Valerio De Luca
Pegaso Telematic University
Italy
 
Andrea Generosi
Pegaso University
Italy
 
Giovanni D'Errico
University of Salento
Italy
 
Giulia Pellegrino
University of Salento
Italy
 
Carola Gatto
University of Salento
Italy
 
Federica Faggiano
Sapienza Universita di Roma
Italy
 
Scope

eXtended Reality (XR) and games are finding increasing use in both humanities and science education. They can increase interest, attention, engagement and promote learning in schools, academic and informal learning scenarios.
They can help understand spatial concepts, processes and phenomena that are difficult to replicate in the classroom and support students with learning disorders and cognitive problems.
In medicine, XR and serious games can enhance both the teaching of anatomy and the training of young surgeons.
In cultural heritage, learning is not only related to institutional education and often takes the form of informal learning: in such cases, XR and games can foster intrinsic motivation and curiosity to make the experience enjoyable.
ERSeGEL welcomes papers on all these topics.



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