Abstract
Immersive technologies such as the Metaverse, Virtual Reality (VR), and simulation have become pivotal in modern educational practices. While these three modes share similarities in enhancing student engagement and draw on common theoretical foundations, educators and policymakers often treat them interchangeably. This tendency can obscure their optimal uses and unique strengths. The Metaverse fosters collaborative learning by creating environments that support autonomy and social interaction. VR, on the other hand, offers deeply immersive, individual-focused experiences that enhance engagement and facilitate flow states. Simulations excel in structured, task-specific learning, promoting skill mastery through repeated practice and feedback. This research will provide a practical guideline, illustrated with real-world examples, to help educators and institutions effectively harness each technology. The guideline will outline strategies for selecting the appropriate mode, tailoring content to leverage their unique attributes, and adapting to different educational contexts for effective implementation. These strategies aim to guide stakeholders in making informed decisions that maximize the impact of these technologies on student engagement and educational outcomes. Ultimately, this comparative analysis empowers educators, policymakers, and practitioners with a detailed understanding of immersive technologies. By recognizing and leveraging their differences, educational applications can be better aligned with specific learning objectives and student needs, driving innovation and enhancing overall learning effectiveness.
| Original language | English |
|---|---|
| Publication status | Published - 21 May 2025 |
| Event | The International Conference on Learning and Teaching 2025 - The Education University of Hong Kong, Hong Kong, China Duration: 21 May 2025 → 23 May 2025 |
Conference
| Conference | The International Conference on Learning and Teaching 2025 |
|---|---|
| Abbreviated title | ICLT 2025 |
| Country/Territory | Hong Kong, China |
| Period | 21/05/25 → 23/05/25 |
Keywords
- Metaverse
- Education Technology
- Virtual Reality
- TEL
- Gamification