Exploring the Impact of Interactive Content on User Experiences within a Metaverse Learning Platform

Paolo MENGONI*, Haerim HWANG, Daniel Jiandong SHEN, Yuanxi LI, Paulina Pui Yun WONG

*Corresponding author for this work

Research output: Book Chapters | Papers in Conference ProceedingsConference paper (refereed)Researchpeer-review

Abstract

This study delves into the educational possibilities and user experiences offered by a Metaverse platform, utilizing immersive Virtual Reality (VR) to bolster engagement and learning in communication and grammar. In the wake of advancing digital technologies, there's an imperative to reevaluate conventional educational practices for their effectiveness in engaging students and fostering in-depth learning. Despite VR's potential in education, integrating these immersive experiences effectively into pedagogical frameworks and ensuring their accessibility and usability poses significant challenges. Our research employed a mixed-method approach, blending quantitative analysis to gauge user engagement, learning effectiveness, and acceptance of technology with qualitative feedback for deeper insight into user experiences. Participants navigated specially designed Metaverse scenarios, engaging with AI avatars through interactive tasks and narrative explorations across two distinct modules focused on grammar intricacies and the evolution of search technologies. The quantitative findings underscore a substantial correlation between users' interest and their intent to utilize the platform, accounting for 59% of the variance in intent. Qualitative responses highlight a robust engagement level and favorable perceptions of the Metaverse experience, particularly driven by the method being interesting. Nonetheless, identified areas for improvement in technology and ease of use underscore the necessity for a holistic approach that melds pedagogical efficacy with technological advancement to fully leverage the educational potential of immersive learning environments.
Original languageEnglish
Title of host publicationICSLT '24: Proceedings of the 2024 10th International Conference on e-Society, e-Learning and e-Technologies
PublisherAssociation for Computing Machinery (ACM)
Pages31-37
Number of pages7
ISBN (Print)9798400716799
DOIs
Publication statusPublished - 3 Dec 2024
Event2024 10th International Conference on e-Society, e-Learning and e-Technologies - Rome, Italy
Duration: 21 Jun 202423 Jun 2024

Conference

Conference2024 10th International Conference on e-Society, e-Learning and e-Technologies
Abbreviated titleICSLT 2024
Country/TerritoryItaly
CityRome
Period21/06/2423/06/24

Funding

This work has been funded by the “UGC FITE IICA titled “Beyond Reality: Unleashing Generative Metaverse Avatars in Education” fund, University Grant Council, Hong Kong Baptist University, Hong Kong, China

Fingerprint

Dive into the research topics of 'Exploring the Impact of Interactive Content on User Experiences within a Metaverse Learning Platform'. Together they form a unique fingerprint.

Cite this