Open Access Open Access  Restricted Access Subscription Access
Open Access Open Access Open Access  Restricted Access Restricted Access Subscription Access

Teaching and Learning in the Metaverse World: The Future of New-Gen Education


Affiliations
1 Department of Biotechnology, Kalasalingam Academy of Research and Education, Krishnankoil-626126, Tamilnadu, India
     

   Subscribe/Renew Journal


The change in the education system to meet the needs of the students of every generation is inevitable. The education system is transforming towards technology catering to the requirements of Generation Y and Generation Alpha. The online teaching practice has many issues and concerns among students, like lack of interaction, inactiveness, incuriosity, and ineffectiveness. The innovation in technology by incorporating Virtual and Augmented Reality (VAR), Artificial Intelligence (AI), holograms, virtual laboratories, blockchain technology, and the Internet of Things (IoT) can make it more effective. The metaverse is a web of three- dimensional virtual environments centered on socializing, which utilizes the above- said technologies. Metaverse delivers an immersive learning experience for the students and increases class involvement, making learning more exciting and active. Its expansion has been aided by superior information technology enterprises such as Meta Platforms, Epic Games and Microsoft. Metaverse has also raised concerns like privacy, security, societal and psychological issues among users. Further research into the application of metaverse application in education can shed more light on it as we need to prepare the educators and learners of the near future.

Keywords

Metaverse, Generation Alpha, Virtual Augmented Reality, Online education, Roblox.
Subscription Login to verify subscription
User
Notifications
Font Size


  • Akour, I. A., Al-Maroof, R. S., Alfaisal, R., & Salloum, S. A. (2022). A conceptual framework for determining metaverse adoption in higher institutions of gulf area: An empirical study using hybrid SEM-ANN approach. Computers and Education: Artificial Intelligence, 3, 100052.
  • Alam, A., & Mohanty, A. (2022). Metaverse and Posthuman Animated Avatars for Teaching- Learning Process: Interperception in Virtual Universe for Educational Transformation. International Conference on Innovations in Intelligent Computing and Communications, 47–61.
  • Casper, A. M. A., Rambo‐Hernandez, K. E., Park, S., & Atadero, R. A. (2022). The impact of emergency remote learning on students in engineering and computer science in the United States: An analysis of four universities. Journal of Engineering Education.
  • Coman, C., Țîru, L. G., Meseșan-Schmitz, L., Stanciu, C., & Bularca, M. C. (2020). Online teaching and learning in higher education during the coronavirus pandemic: Students’ perspective. Sustainability, 12(24), 10367.
  • DeIuliis, E. D., & Saylor, E. (2021). Bridging the gap: Three strategies to optimize professional relationships with Generation Y and Z. The Open Journal of Occupational Therapy, 9(1), 1–13.
  • Dimock, M. (2019). Defining generations: Where Millennials end and Generation Z begins. Pew Research Center, 17(1), 1–7.
  • Dutilleux, M., & Chang, K.-M. (n.d.). Future Addiction Concerned for Human-Being.
  • Estudante, A., & Dietrich, N. (2020). Using augmented reality to stimulate students and diffuse escape game activities to larger audiences. Journal of Chemical Education, 97(5), 1368–1374.
  • Fornós, S., Udeozor, C., Glassey, J., & Cermak- Sassenrath, D. (2022). The CHEM Jam-how to integrate a game creation event in curriculum- based engineering education. Education for Chemical Engineers, 40, 8–16.
  • Getchell, K., Oliver, I., Miller, A., & Allison, C. (2010). Metaverses as a platform for game based learning. 2010 24th IEEE International Conference on Advanced Information Networking and Applications, 1195–1202.
  • Golinkoff, R. M., & Hirsh-Pasek, K. (2016). Becoming brilliant: What science tells us about raising successful children. American Psychological Association.
  • Harborth, D. (2022). Human Autonomy in the Era of Augmented Reality—A Roadmap for Future Work. Information, 13(6), 289.
  • Hernandez-de-Menendez, M., Escobar Díaz, C., & Morales-Menendez, R. (2020). Technologies for the future of learning: state of the art. International Journal on Interactive Design and Manufacturing (IJIDeM), 14, 683–695.
  • Hernández, L., Hernández, V., Neyra, F., & Carrillo, J. (2022). Revista Innova Educación. Revista Innova Educación Vol, 4(3).
  • Hirsh-Pasek, K., Zosh, J., Hadani, H. S., Golinkoff, R. M., Clark, K., Donohue, C., & Wartella, E. (2022). A whole new world: Education meets the metaverse. Policy.
  • Hollensen, S., Kotler, P., & Opresnik, M. O. (2022). Metaverse–the new marketing universe. Journal of Business Strategy.
  • Hwang, G.-J., & Chien, S.-Y. (2022). Definition, roles, and potential research issues of the metaverse in education: An artificial intelligence perspective. Computers and Education: Artificial Intelligence, 100082.
  • Kshetri, N. (2022). Web 3.0 and the Metaverse Shaping Organizations’ Brand and Product Strategies. IT Professional, 24(02), 11–15.
  • LaRouche, B. (2012). Basic ROBLOX Lua Programming. Brandon LaRouche.
  • Lee, H., & Hwang, Y. (2022). Technology- Enhanced Education through VR-Making and Metaverse-Linking to Foster Teacher Readiness and Sustainable Learning. Sustainability, 14(8), 4786.
  • Long, R. U. (2019). Roblox and effect on education. A Capstone Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Education in Instructional Technology. Dury University.
  • Luhova, T. (2022). Serious Games for Recruitment in the New Humanism. In Handbook of Research on Promoting Economic and Social Development Through Serious Games (pp. 375–394). IGI Global.
  • Makransky, G., & Mayer, R. E. (2022). Benefits of Taking a Virtual Field Trip in Immersive Virtual Reality: Evidence for the Immersion Principle in Multimedia Learning. Educational Psychology Review, 1–28.
  • McCrindle, M. (2021). Generation Alpha. Hachette UK.
  • Meier, C., Saorín, J., de León, A. B., & Cobos, A. G. (2020). Using the roblox video game engine for creating virtual tours and learning about the sculptural heritage. International Journal of Emerging Technologies in Learning (IJET), 15(20), 268–280.
  • Müller-Merbach, H. (2006). Heraclitus: philosophy of change, a challenge for knowledge management? Knowledge Management Research & Practice, 4(2), 170–171.
  • M y s t a k i d i s , S . ( 2 0 2 2 ) . M e t a v e r s e . Encyclopedia, 2(1), 486–497.
  • Neil, K. M., & Velazquez Fidler, C. (2021). One block at a time: selecting and preserving Blockeley University, a sandbox video game and community response to the COVID-19 pandemic.
  • Park, S., & Kim, S. (2022). Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse. Sustainability, 14(3), 1361.
  • Pereira, C. E., Paladini, S., & Schaf, F. M. (2012). Control and automation engineering education: Combining physical, remote and virtual labs. International Multi-Conference on Systems, Signals & Devices, 1–10.
  • Raja, R., & Nagasubramani, P. C. (2018). Impact of modern technology in education. Journal of Applied and Advanced Research, 3(1), 33–35.
  • Rospigliosi, P. ‘asher.’ (2022). Metaverse or Simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work. In Interactive Learning Environments (Vol. 30, Issue 1, pp. 1–3). Taylor & Francis.
  • Rue, P. (2018). Make way, millennials, here comes Gen Z. About Campu, 23(3), 5–12.
  • Seemiller, C., & Grace, M. (2016). Generation Z goes to college. John Wiley & Sons.
  • Sparkes, M. (2021). What is a metaverse. Elsevier.
  • Syam, R. Z. A., & Achmad, W. (2022). Online Learning in Higher Education: Analysis during the Pandemic Covid-19. Jurnal Mantik, 5(4), 2256–2261.
  • Szymkowiak, A., Melović, B., Dabić, M., Jeganathan, K., & Kundi, G. S. (2021). Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people. Technology in Society, 65, 101565.
  • van Rijmenam, M. (2022). Step into the Metaverse: How the Immersive Internet Will Unlock a Trillion-Dollar Social Economy. John Wiley & Sons.
  • Wang, Yuntao, Su, Z., Zhang, N., Liu, D., Xing, R., Luan, T. H., & Shen, X. (2022). A survey on metaverse: Fundamentals, security, and privacy. ArXiv Preprint ArXiv:2203.02662.
  • Wang, Yuyang, Lee, L.-H., Braud, T., & Hui, P. (2022). Re-shaping Post-COVID-19 teaching and learning: A blueprint of virtual-physical blended classrooms in the metaverse era. 2022 IEEE 42nd International Conference on Distributed Computing Systems Workshops (ICDCSW), 241–247.
  • Wiederhold, B. K. (2022). Ready (or Not) player one: initial musings on the metaverse. In Cyberpsychology, Behavior, and Social Networking (Vol. 25, Issue 1, pp. 1–2). Mary Ann Liebert, Inc., publishers 140 Huguenot Street, 3rd Floor New ….
  • Wu, J., & Gao, G. (2022). Edu-Metaverse: Internet Education Form with Fusion of Virtual and Reality. 2022 8th International Conference on Humanities and Social Science Research (ICHSSR 2022), 1082–1085.
  • Xu, M., Ng, W. C., Lim, W. Y. B., Kang, J., Xiong, Z., Niyato, D., Yang, Q., Shen, X. S., & Miao, C. (2022). A full dive into realizing the edge-enabled metaverse: Visions, enabling technologies, and challenges. ArXiv Preprint ArXiv:2203.05471.
  • Yu, J.-E. (2022). Exploration of educational possibilities by four metaverse types in physical education. Technologies, 10(5), 104.
  • Zhao, R., Zhang, Y., Zhu, Y., Lan, R., & Hua, Z. (2022). Metaverse: Security and Privacy Concerns. ArXiv Preprint ArXiv:2203.03854.

Abstract Views: 46

PDF Views: 1




  • Teaching and Learning in the Metaverse World: The Future of New-Gen Education

Abstract Views: 46  |  PDF Views: 1

Authors

Shanmugampillai Jeyarajaguru Kabilan
Department of Biotechnology, Kalasalingam Academy of Research and Education, Krishnankoil-626126, Tamilnadu, India

Abstract


The change in the education system to meet the needs of the students of every generation is inevitable. The education system is transforming towards technology catering to the requirements of Generation Y and Generation Alpha. The online teaching practice has many issues and concerns among students, like lack of interaction, inactiveness, incuriosity, and ineffectiveness. The innovation in technology by incorporating Virtual and Augmented Reality (VAR), Artificial Intelligence (AI), holograms, virtual laboratories, blockchain technology, and the Internet of Things (IoT) can make it more effective. The metaverse is a web of three- dimensional virtual environments centered on socializing, which utilizes the above- said technologies. Metaverse delivers an immersive learning experience for the students and increases class involvement, making learning more exciting and active. Its expansion has been aided by superior information technology enterprises such as Meta Platforms, Epic Games and Microsoft. Metaverse has also raised concerns like privacy, security, societal and psychological issues among users. Further research into the application of metaverse application in education can shed more light on it as we need to prepare the educators and learners of the near future.

Keywords


Metaverse, Generation Alpha, Virtual Augmented Reality, Online education, Roblox.

References