Virtual to Reality: Understanding the Role of Metaverse as a Pedagogical Strategy

Paulina Pui Yun WONG, Gary Wai Chung WONG, Piyasuda PANGSAPA, Daniel Jiandong SHEN

Research output: Journal PublicationsJournal Article (refereed)peer-review

Abstract

The use of the metaverse in education has gained increasing attention as a potential supplement to traditional teaching methods. This study aimed to investigate the impact of experiential learning on students' intent to use metaverse learning platforms and to explore how the metaverse can support these approaches. The study included participants from three countries and used metaverse scenes, such as a restaurant or Hong Kong scene, to complete learning tasks and interact with Non-Player Characters (NPCs) to complete assessments over a semester. The results of a correlational analysis showed that pedagogical factors had a greater impact on students' intent to use the metaverse for educational purposes than technical factors, which was unexpected. However, the study also identified challenges in adapting content to match the needs and skills of students who may not be familiar with games, as well as using the metaverse for more advanced pedagogical approaches, due to limitations in integrating content. Based on the findings, recommendations for educators, designers, and researchers are provided to enhance the effectiveness of metaverse-based education. Overall, the results of this study suggest that the metaverse can be a valuable addition to traditional teaching methods.
Original languageEnglish
JournalElectronic Journal of e-Learning
DOIs
Publication statusE-pub ahead of print - 5 Mar 2024

Bibliographical note

Daniel Shen, a co-author, holds stock in Classlet. Despite this, the authors have rigorously adhered to objective and critical analysis throughout the research process. The findings and conclusions presented are the result of an independent and unbiased evaluation of the data.

Keywords

  • Metaverse
  • Pedagogical strategies
  • Experiential learning
  • Virtual reality education
  • Immersive learning environments
  • Game-based learning

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