Metaverse applications in education: a systematic review and a cost-benefit analysis

IF 3.5 Q1 EDUCATION & EDUCATIONAL RESEARCH Interactive Technology and Smart Education Pub Date : 2023-06-12 DOI:10.1108/itse-01-2023-0017
Mark Anthony Camilleri
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Abstract

Purpose Many educators are increasingly acquainting themselves and becoming adept with interactive technologies like augmented reality and virtual reality. Some of them are also looking forward to using Metaverse applications, as they want to benefit from its immersive three-dimensional capabilities. Therefore, the purpose of this study is to critically review the extant literature to investigate how, why, where and when the Metaverse can be used for educational purposes. This study also discusses opportunities, challenges and risks related to this disruptive technology. Design/methodology/approach A Preferred Reporting Items for Systematic Reviews and Meta-Analyses rigorous protocol is used to search, extract, scrutinize and synthesize content from high-impact articles focused on the use of the Metaverse technology in the realms of education. Afterwards, this study theorizes on the costs and benefits of using this interactive technology with students. Findings A number of researchers are already experimenting with virtual technologies that are very similar to the Metaverse, in different contexts. This research indicates that most students are lured by immersive multi-sensory three-dimensional environments as well as by virtual reality applications that could simulate real-life situations and provide engaging experiences with virtual representations of people, places and objects. On the other hand, this study reveals that educators ought to consider the potential pitfalls of the Metaverse, including privacy breaches and security risks, as well as possible addictions and the development of mental health issues, among others. Practical implications Students and educators can use the Metaverse to catapult themselves in a simulated digital universe that could reconfigure their sensory inputs, definitions of space, time and points of access to information. This research calls for the development of regulatory instruments, including sound principles, guidelines and procedures that are intended to safeguard and protect Metaverse users. Originality/value This contribution implies that there is scope for educators to continue developing the Metaverse’s virtual spaces to improve their students’ motivations, aptitudes and learning outcomes. This study clarifies that the use of the Metaverse in education can create infinite possibilities to enhance their knowledge, competences and abilities through its immersive applications. Yet this paper also raises awareness about possible challenges in the short term as well on other risks associated to the prolonged use of this captivating technology.
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元宇宙在教育中的应用:系统回顾和成本效益分析
许多教育工作者越来越熟悉并熟练使用增强现实和虚拟现实等互动技术。他们中的一些人也期待着使用Metaverse应用程序,因为他们希望从其沉浸式三维功能中受益。因此,本研究的目的是批判性地回顾现有文献,以调查如何,为什么,在哪里以及何时可以将虚拟世界用于教育目的。本研究还讨论了与这种颠覆性技术相关的机遇、挑战和风险。设计/方法/方法系统评价和元分析的首选报告项目严格的协议用于搜索,提取,审查和综合高影响力文章的内容,重点是在教育领域使用元宇宙技术。然后,本研究从理论上分析了与学生使用这种互动技术的成本和收益。许多研究人员已经在不同的环境中试验与虚拟世界非常相似的虚拟技术。这项研究表明,大多数学生都被沉浸式多感官三维环境和虚拟现实应用所吸引,这些应用可以模拟现实生活中的情况,并通过虚拟的人、地点和物体的表现提供引人入胜的体验。另一方面,这项研究表明,教育工作者应该考虑到虚拟世界的潜在陷阱,包括隐私泄露和安全风险,以及可能的成瘾和心理健康问题的发展等。学生和教育工作者可以使用虚拟世界将自己弹射到一个模拟的数字宇宙中,这个宇宙可以重新配置他们的感官输入、空间、时间的定义和获取信息的点。这项研究要求制定监管工具,包括旨在保护和保护虚拟世界用户的健全原则、指导方针和程序。独创性/价值这一贡献意味着教育工作者可以继续开发虚拟空间,以提高学生的动机、能力和学习成果。本研究表明,在教育中使用虚拟世界可以通过其沉浸式应用创造无限的可能性,以提高他们的知识,能力和能力。然而,本文也提高了人们对短期内可能面临的挑战以及与长期使用这项迷人技术相关的其他风险的认识。
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来源期刊
Interactive Technology and Smart Education
Interactive Technology and Smart Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
12.00
自引率
2.30%
发文量
30
期刊介绍: Interactive Technology and Smart Education (ITSE) is a multi-disciplinary, peer-reviewed journal, which provides a distinct forum to specially promote innovation and participative research approaches. The following terms are defined, as used in the context of this journal: -Interactive Technology refers to all forms of digital technology, as described above, emphasizing innovation and human-/user-centred approaches. -Smart Education "SMART" is used as an acronym that refers to interactive technology that offers a more flexible and tailored approach to meet diverse individual requirements by being “Sensitive, Manageable, Adaptable, Responsive and Timely” to educators’ pedagogical strategies and learners’ educational and social needs’. -Articles are invited that explore innovative use of educational technologies that advance interactive technology in general and its applications in education in particular. The journal aims to bridge gaps in the field by promoting design research, action research, and continuous evaluation as an integral part of the development cycle of usable solutions/systems.
期刊最新文献
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