The metaverse in education: Definition, framework, features, potential applications, challenges, and future research topics
By Xinli Zhang, Yuchen Chen, Lailin Hu, Youmei Wang. Frontiers in Psychology, 2022
419 citations recorded by the source corpus.
The declaration of the COVID-19 pandemic forced humanity to rethink how we teach and learn. The metaverse, a 3D digital space mixed with the real world and the virtual world, has been heralded as a trend of future education with great potential. However, as an emerging item, rarely did the existing study discuss the metaverse from the perspective of education. In this paper, we first introduce the visions of the metaverse, including its origin, definitions, and shared features. Then, the metaverse in education is clearly defined, and a detailed framework of the metaverse in education is proposed, along with in-depth discussions of its features. In addition, four potential applications of the metaverse in education are described with reasons and cases: blended learning, language learning, competence-based education, and inclusive education. Moreover, challenges of the metaverse for educational purposes are also presented. Finally, a range of research topics related to the metaverse in education is proposed for future studies. We hope that, via this research paper, researchers with both computer science and educational technology backgrounds could have a clear vision of the metaverse in education and provide a stepping stone for future studies. We also expect more researchers interested in this topic can commence their studies inspired by this paper.
Subfields: Information Systems, Physiology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/ad9b9651597332b96def5b364fe25b0a3d10ab40
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In Human-Computer Interaction
Citations in the corpus
- “Extending the Technology Acceptance Model (TAM) to Predict University Students’ Intentions to Use Metaverse-Based Learning Platforms” (2023, background): “According to Zhang et al. (2022), Immersive technolo - gies like VR, AR, ER, and MR have increased interest in the metaverse, blurring the line between the virtual and physical worlds.”