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	<title>XR4ED - Revision history</title>
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	<updated>2026-09-30T01:17:05Z</updated>
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		<id>https://wiki.open-verse.eu/index.php?title=XR4ED&amp;diff=606&amp;oldid=prev</id>
		<title>CollectiveIntelligenceAdmin at 14:52, 1 September 2026</title>
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		<updated>2026-09-01T14:52:08Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=== XR4ED Project === &lt;br /&gt;
{| class=&amp;#039;wikitable&amp;#039; style=&amp;#039;margin:auto&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
! CORDIS Reference !! Start date !! End date !! Coordinator &lt;br /&gt;
|- &lt;br /&gt;
| https://cordis.europa.eu/project/id/101093159 || 01/01/2023 || 31/12/2025 || CYENS CENTRE OF EXCELLENCE / Cyprus&lt;br /&gt;
|} &lt;br /&gt;
=== Project description ===&lt;br /&gt;
The pandemic forced many changes in education at every level. Lockdowns designed to curb the spread of coronavirus accelerated the adoption of digital technology. This was a boost for Europe’s EdTech sector, which continues to grow. The EU-funded XR4ED project will explore the use of the extended reality (XR) industry, which has evolved and maintained a leading role globally in software and content production. Specifically, it will investigate learning resources and advantages of learning using XR. The project will also set up a one-stop-shop and open marketplace for XR applications for learning, training and education. The findings will enable digital start-ups, SMEs, and industry active in the EdTech sector to further advance early prototypes, of digital learning solutions/apps using XR.&lt;br /&gt;
&lt;br /&gt;
=== Project outputs ===&lt;br /&gt;
==== Publications ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Domain !! Type of output !! Title !! DOI URL&lt;br /&gt;
|-&lt;br /&gt;
| Education, Training &amp;amp; Serious Games || Conference proceedings || The Reel Deal: Designing and Evaluating LLM-Generated Short-Form Educational Videos || https://doi.org/10.1145/3749012.3749048&lt;br /&gt;
|-&lt;br /&gt;
| Education, Training &amp;amp; Serious Games || Conference proceedings || Perceptions and Challenges of Implementing XR Technologies in Education: A Survey-Based Study || https://doi.org/10.1007/978-3-031-56075-0_28&lt;br /&gt;
|-&lt;br /&gt;
| Ethics, Society, Arts &amp;amp; Culture || Peer reviewed articles || Ethical Considerations of Extended Reality in the Workplace || https://doi.org/10.1109/MPRV.2025.3602230&lt;br /&gt;
|-&lt;br /&gt;
| Extended Reality (VR/AR/MR) &amp;amp; HCI || Conference proceedings || VR as a “Drop-In” Well-Being Tool for Knowledge Workers || https://doi.org/10.1109/ISMAR67309.2025.00127&lt;br /&gt;
|-&lt;br /&gt;
| Extended Reality (VR/AR/MR) &amp;amp; HCI || Conference proceedings || Increasing Meditation Efficiency with Virtual Reality || https://doi.org/10.1145/3613905.3651003&lt;br /&gt;
|-&lt;br /&gt;
| Extended Reality (VR/AR/MR) &amp;amp; HCI || Conference proceedings || Stretch your reach: Studying Self-Avatar and Controller Misalignment in Virtual Reality Interaction || https://doi.org/10.1145/3613904.364226&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CollectiveIntelligenceAdmin</name></author>
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