PART III:
THE METAVERSE
IN EDUCATION
10
IMMERSIVE
TECHNOLOGIES
IN EDUCATION:
TRENDS AND
CHALLENGES FOR
CONTEXTUALIZED
LEARNING
doi.org/10.54715/arque.978-65-84549-40-1.010
Ingrid Weingärtner Reis
Ivam Galvão Filho
Vania Ribas Ulbricht
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IMMERSING IN THE METAVERSE
ABSTRACT
The metaverse is used intensively in various areas of the contemporary
world, including education. However, the incorporation of these technologies is taking place gradually in the teaching and learning process,
from the design of the curriculum, the development of content, the
delivery of lessons and assessment processes. This study is the result of
an integrative literature review which sought to find out what the trends
are in the use of new technologies, especially immersive virtual reality
or metaverse technologies in education. The main results show positive
experiences with the insertion of these resources for contextualized
and practice-oriented training. The results are lacking in the sense that
these technologies are incorporated right from the initial pedagogical
development, leaving room for discussions in this direction.
KEYWORDS: Metaverse. Education. Virtual reality. Immersion.
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1. INTRODUCTION
Technology constantly challenges education by continually introducing resources, tools, software, not to mention the recent democratization of various Artificial Intelligences in everyday processes.
Academia and all the actors involved in the teaching and learning
process should be part of this discussion, taking the lead in discovery,
presenting demands, and utilizing these resources (Wu, Zhang & Lee,
2023). It is necessary to design, use, and evaluate the potential of
new technologies, especially for this study, which concerns the use
of immersive virtual environments or the metaverse.
One should consider the teaching and learning process broadly, from curriculum design to pedagogical activities and strategies,
content creation, and student performance evaluation. Furthermore,
technology should enable greater inclusion and access to education
and knowledge creation.
Among the aforementioned elements, the use of immersive
environments will allow engagement with content in a way beyond
just text, videos, or hyperlinks. Thus, the design and preparation
of learning objects expand the possibility of tailored content construction for these new realities (Lee & Hwang, 2022; Wang et al.,
2022; Hare & Tang, 2023). As part of this same dimension, the stakeholders involved in this process, especially teachers, must undergo
training and strengthen their pedagogical and digital skills. It is
important to emphasize that digital literacy goes beyond having
access and knowledge of how technologies work. It involves developing competencies related to the appropriate use of technologies,
the search and evaluation of digital information, and how to use
them critically (Zhang & Xu, 2022).
In a coordinated manner, teachers, technological resources, and
didactic-pedagogical perspective enable the creation of personalized
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education, tailored to the needs of students and contextualized to
their reality (Hare & Tang, 2023).
Thinking about content creation and teaching and learning methodologies, one can mention the use of games as a possibility to establish
new relationships with students, allowing them to connect with their
context (Hare & Tang, 2023). Simulation is also a strong point in projecting
the new in teaching and learning processes, enabling students to observe
and interact directly (Siyaev & Jo, 2021). The approximation to reality in
the use of these environments in education extends to different levels,
from basic education to higher education and professional training.
The assessment process represents an opportunity for improvement, where the use of immersive resources allows students to
engage in practical exercises, not only in professional training but
also in knowledge construction and research processes.
The possibility of tracking students through the recognition of
behavior patterns facilitates the personalization process and the
search for performance improvement (Hare & Tang, 2023).
Schools are experiencing the context of digital transformation, and
it is expected that educational institutions and teachers are capable of
critically and appropriately using these technologies, strengthening the
concepts of digital citizenship and inclusion. In light of this context, the
present research aims to understand the trends in the use of new technologies, especially immersive technologies such as virtual reality or the
metaverse, in education, utilizing the integrated literature review method.
Thus, it is clear that there are unexplored potentials regarding
the use and combination of these technologies for education, and
understanding these possibilities from the beginning will aid the
stakeholders involved in the teaching and learning process on how
to better utilize them. Therefore, it is crucial to understand what
the trends are in the use of new technologies, especially virtual and
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immersive reality or the metaverse in education. The following section will present the methods used to conduct the investigation and
the main results obtained. Subsequently, the main discussions are
presented and, finally, the final considerations of the work.
2. THEORETICAL FRAMEWORK
The concept of the metaverse originated in 1992 in the classic
novel ‘Snow Crash’ by Neal Stephenson (Stephenson, 2022), in which
the author laid the groundwork and provided initial definitions on the
subject. However, it was only in the early 21st century that the concept of
the metaverse materialized with the first practical applications, notably
the Second Life platform. In this context, various platforms began to
use technology to offer a wide range of experiences, including games,
entertainment, simulations, communication systems, and virtual workstations. In recent years, billions of dollars have been invested in the
development of hardware and software for the metaverse, making it a
trend that can no longer be ignored (Longo & Tavares, 2022).
The word ‘metaverse’ is formed by the combination of ‘meta,’
which in Greek means ‘after’ or ‘beyond,’ and ‘verse,’ derived from
the English word ‘universe’ (Longo & Tavares, 2022).
Lee et al. (2011) classify the metaverse into four distinct types,
each characterized by its dimensions:
1. Augmented Reality: Technologies that add real-world information in layers and connect them to the network for users to
explore. The associated characteristic is External/Augmentation.
2. Life Logging: Records users’ actions in the metaverse. It can be
divided into two types: Object Lifelogs, which record the state of the
environment and real-world conditions, and Lifelogs, which record
the history. The associated characteristic is Intimate/Augmentation.
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3. Mirror Worlds: Virtual models of the real world. The associated characteristic is External/Simulation.
4. Virtual Worlds: Environments that simulate the economic
and social aspects of the real world. Their associated characteristic is Intimate/Simulation (Lee et al., 2011).
Virtual Reality enables immersion in virtual environments, aiding
in the understanding of complex concepts, such as exploring the
human body or historical structures. In addition to allowing a different perspective on an object, such as a building, it ensures the
safety of students and teachers by allowing interaction in a simulated
environment. In this dimension, profound value is identified in the
processes of student engagement with knowledge.
These technologies also allow content to be developed in a different way, extending information and knowledge, expanding the
possibilities for connecting knowledge. Educational materials, regardless of the medium they are created in, can, through an object or
element of knowledge, establish relationships with other concepts,
content, and resources using Augmented Reality (Zhang et al., 2022).
Especially concerning the Metaverse, which combines the technologies mentioned earlier, there is the possibility of a collaborative
learning environment where students, teachers, and other participants from anywhere in the world can come together to learn. In
addition to the potential for collaboration and unique content interaction, access to other cultures and a diversity of experiences further
enriches the teaching and learning process.
3. METHODOLOGICAL PROCEDURES
Considering the research objective, which is to understand the
trends in the use of these new technologies - especially Virtual Reality
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and the Metaverse - in education, a systematic integrative literature
review will be conducted. This review will take into account previous
empirical or theoretical studies, both experimental and non-experimental, in order to comprehend a particular phenomenon (Broome,
1993; Whittemore & Knafl, 2005).
Botelho, Cunha, and Macedo (2011) assert that integrative review
differs by employing a planned review that aims to address a specific
problem. Additionally, it utilizes explicit and systematic methods for
conducting research. According to these authors, the planning and
systematization of the research aim to provide transparency throughout the entire process, thereby ensuring methodological rigor.
The integrative review will be conducted on studies obtained
from searches in the following databases: SciElo, Scopus, Eric, and
IEEE Xplore. The following search descriptor, in the English language, will be applied: (metaverse) AND ((education) OR (eLearning)). The inclusion and exclusion criteria applied were no time
restrictions, only original and complete articles were considered;
articles published in English, Spanish, and Portuguese (Figure 1).
To analyze the results, thematic analysis will be used, which is a
type of analysis that aims to group expressions and concepts used in
the studies and identify relationships that lead to desired answers
(Braun & Clarke, 2012).
When searching the databases, a total of 98 articles were located,
with 3 from SciElo, 52 from IEEE Xplore, 38 from Scopus, and 5 from
Eric. After reviewing titles, abstracts, and keywords, 75 out of the 98
articles were excluded either because they were duplicates or outside
the main scope. Subsequently, a full-text review was conducted on 23
articles, of which 3 were excluded for not having a direct relevance
to the topic. Therefore, this study considers the 20 selected articles
for analysis. Figure 1 presents the steps carried out for the systematic
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integrative literature review and the results obtained in each of them,
following the framework of Botelho, Cunha, and Macedo (2011).
Figure 1 - Stages of the integrative review process used and results obtained in each of them
Source: Adapted by the authors from Botelho, Cunha, and Macedo (2011).
As mentioned earlier, the set of articles considered for this study is
directly related to the research objective and consists mostly of recent
publications. Table 1 presents the list of selected articles.
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Table 1 - Selected Articles for Analysis
List of Articles
Nº
Article
Author
Year
1
Constructing an Edu-Metaverse Ecosystem: A
New and Innovative Framework
M. Wang; H. Yu; Z.
Bell; X. Chu
2022
2
Into the Brave New Metaverse: Envisaging
Future Language Teaching and Learning
J. G. Wu; D. Zhang; S.
M. Lee
2023
3
Neuro-Symbolic Speech Understanding in
Aircraft Maintenance Metaverse
A. Siyaev; G. -S. Jo
2021
4
Systematic Literature Review on the Use of
Metaverse in Education
Saritas, Mustafa Tuncay; Topraklikoglu,
Kivanç
2022
5
Utilizing the Metaverse for Learner-Centered
Constructivist Education in the Post-Pandemic
Era: An Analysis of Elementary School Students
Suh, Woong; Ahn,
Seongjin
2022
6
Bibliometric Mapping of Metaverse in
Education
Tas, Nurullah; Bolat,
Yusuf Islam
2022
7
Technology-Enhanced Education through
VR-Making and Metaverse-Linking to Foster
Teacher Readiness and Sustainable Learning
Lee H.J.; Hwang Y.
2022
8
Influencing Factors of Usage Intention of Metaverse Education Application Platform: Empirical Evidence Based on PPM and TAM Models
Wang G.; Shin C.
2022
9
The metaverse in education: Definition,
framework, features, potential applications,
challenges, and future research topics
Zhang X.; Chen Y.; Hu
L.; Wang Y.
2022
10
Exploration of Educational Possibilities by
Four Metaverse Types in Physical Education
Yu J.-E.
2022
11
From Extended Reality to The Metaverse: A
Critical Reflection on Contributions to Education; [DE LA REALIDAD EXTENDIDA AL METAVERSO: UNA REFLEXIÓN CRÍTICA SOBRE LAS
APORTACIONES A LA EDUCACIÓN]
Ortega-Rodríguez P.J.
2022
12
Metaverse in Education: a systematic review;
[Metaverso en Educación: una revisión
sistemática]
López-Belmonte J.;
Pozo-Sánchez S.;
Moreno-Guerrero
A.-J.; Lampropoulos G.
2023
continue
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IMMERSING IN THE METAVERSE
continuation
List of Articles
Nº
Article
Author
Year
13
Building a Smart Education
Ecosystem from a Metaverse
Perspective
Zhou B.
2022
14
Who really needs a Metaverse in anatomy education?
A review with preliminary
survey results
Iwanaga J.; Muo E.C.; Tabira Y.;
Watanabe K.; Tubbs S.J.; D’Antoni
A.V.; Rajaram-Gilkes M.; Loukas M.;
Khalil M.K.; Tubbs R.S.
2023
15
Is Metaverse in education a
blessing or a curse: a combined content and bibliometric
analysis
Tlili A.; Huang R.; Shehata B.; Liu D.;
Zhao J.; Metwally A.H.S.; Wang H.;
Denden M.; Bozkurt A.; Lee L.-H.;
Beyoglu D.; Altinay F.; Sharma R.C.;
Altinay Z.; Li Z.; Liu J.; Ahmad F.; Hu
Y.; Salha S.; Abed M.; Burgos D.
2022
16
When makers meet the metaverse: Effects of creating NFT
metaverse exhibition in maker
education
Hwang Y.
2023
17
Metaverse and education: the
pioneering case of Minecraft in
immersive digital learning
Sánchez-López I.; Roig-Vila R.; Pérez-Rodríguez A.
2022
18
Definition, roles, and potential
research issues of the metaverse in education: An artificial
intelligence perspective
Hwang G.-J.; Chien S.-Y.
2022
19
Exploring the application scenarios and issues facing Metaverse technology in education
Chen Z.
2022
20
Virtual Reality Metaverse
System Supplementing Remote
Education Methods: Based
on Aircraft Maintenance
Simulation
Lee H.; Woo D.; Yu S.
2022
Source: Compiled by the authors, 2023.
To carry out the full reading of the articles, supporting or secondary questions directly related to the main objective of the article were
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developed. These questions served as guidance and assisted in the systematic analysis and generation of results. The questions used were:
What are the uses of the Metaverse in education? What new forms of
learning in the Metaverse were presented? What models or frameworks
were presented in the articles? What recommendations were made for
the implementation of Metaverse environments in education? What are
the main research possibilities indicated by the researchers?
In the following section, the main results are presented along
with the discussion about them, aiming to meet the primary objective
of the research.
4. RESULTS AND DISCUSSIONS
According to the previous results presented on the articles considered for the research, some elements are identified that help to understand
the context in which the research was conducted. Regarding the methods,
different types of studies were identified. Among the selected articles,
two articles used a survey as a research method, and there was also one
case study, one exploratory study, a grounded critique (Socio-critical Paradigm), a multimodal discourse analysis, and one mixed-methods study
(Qualitative-Quantitative). In the remaining texts, there was no clarity in
the method used. In terms of literature review, three systematic review
studies and two bibliometric review studies were found. In the remaining
articles, it was not possible to identify a specific type of literature review.
It was also observed in the study that the majority of the articles
were published between 2020 and 2023, which, according to Saritas et al.
(2022), is due to a shift in the concept of the metaverse, which currently
focuses more on the digital reality of the metaverse than just 3D software.
From the full reading of the articles, elements were found that can be
considered enlightening regarding the trends in the use of the metaverse
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and other technologies related to education. Figure 2 represents a conceptual map as a result of the thematic analysis conducted.
Figure 2 - Conceptual map of the thematic analysis conducted
Source: Compiled by the authors, 2023.
The studies highlight the evolution of digital learning over the
years, culminating in the era of the Edu-Metaverse, which promises
to transform traditional methods of teaching and learning (Wang
et al., 2022). The texts also emphasize the challenges faced, such as
digital divide and the Metaverse Divide, focusing on issues of value,
ethics, and security within the Edu-Metaverse ecosystem (Wang et
al., 2022). The articles also underscore concerns about digital identity
and inclusive learning design, aiming to promote further research
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on the impact of the metaverse in education and find solutions to
the identified challenges (Wang et al., 2022).
The analyzed articles explore a wide range of innovative technologies. Among these technologies, XR (extended reality), 5G, AI (artificial intelligence), VR (virtual reality), AR (augmented reality), MR
(mixed reality), 3D photos, 3D videos, glasses, brain-computer interfaces (BCI), and reinforcement learning (RL) agents were the most
mentioned. The use of VR and XR, combined with social networks,
is highlighted as a way to create immersive and collaborative educational experiences (Wu, Zhang & Lee, 2023). The adoption of devices
such as glasses and 3D simulators and machine learning techniques
demonstrates an innovative approach to technology use, while the
use of NSSE (Neuro-Symbolic Speech Executor) with neural networks,
another identified resource, underscores the importance of natural
interaction in virtual environments (Siyaev & Jo, 2021).
Technologies such as Roblox, Augmented Reality, Virtual Worlds,
and 3D renderers associated with 5G are also explored, highlighting
the pursuit of more immersive and connected experiences (Suh &
Ahn, 2022). The use of VR in conjunction with AI is emphasized in
different contexts, such as in games like Pokémon Go or in learning
with virtual management systems (Tlili et al., 2022). Furthermore,
the inclusion of concepts such as NFTs, Virtual Worlds, Minecraft, life
logging, and Mirror World demonstrates the diversity of applications
and the ongoing search for technological innovation in education
(Hwang, 2023; Hwang & Chien, 2022).
The research identified that the willingness to use the educational
metaverse platform is strongly influenced by the implementation of
personalized learning, contextualized teaching, perceived utility, ease of
use, social needs, and social impact (Chen, 2022; Tas & Bolat, 2022; Wang
& Shin, 2022; Zhou, 2022). When assessing the use of the metaverse in
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education, it includes language teaching, pilot and mechanic training,
anatomy teaching, and physical education. The most commonly used
platforms were Roblox, Minecraft, Second Life, and Zepeto (Iwanaga
et al., 2023; Lee, Woo & Yu, 2022; Wang & Shin, 2022; Sánchez-López,
Roig-Vila, & Pérez-Rodríguez, 2022).
The research results also indicated an evolution in metaverse
design across generations X, Y, and Z; however, there have been few
studies on hybrid, mobile, and microlearning (Tlili et al., 2022). Wang
and Shin (2022) recommended at the higher design level that governments create flexible and stable business environments to promote
the development of the metaverse industry and education. Zhang et al.
(2022) believe that metaverse models or structures should be designed
for educational purposes, in addition to implementing metaverse rules
and principles in education. According to the authors, research should
also explore the cognitive and non-cognitive impact of the metaverse
on student learning, conduct comparative studies on the effectiveness
of learning and teaching between the metaverse and other learning
environments, as well as different metaverse platforms.
It was also found that, overall, the use of the metaverse in education produces positive results in student learning, engagement, and
motivation, and it has the potential to enrich and transform education
(López-Belmonte et al., 2023). However, further research is needed
on the use of the metaverse in education, which involves the use of
technologies like blockchain, artificial intelligence, issues related to
regulation, and problems related to data security and user information. According to Ortega-Rodríguez (2022), there are also few studies
on virtual reality based on specific learning theories and studies on
how to integrate them into the curriculum. There is also a need for
metaverse studies involving students with disabilities, as there were
few articles that addressed the topic in depth.
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Another recommendation is the training and technical guidance
that should be provided to teachers to use the metaverse as an educational tool, as this practice tends to facilitate familiarity with the metaverse’s features and resources, improve the understanding of how to
integrate it into the curriculum, and enhance the ability to facilitate
collaborative learning experiences (Tlili et al., 2022).
Finally, according to Yu (2022), students should become active
users of the metaverse, consuming, producing, and sharing content
independently. Users should also understand that actions taken in the
metaverse should be continuous, as the interaction between the virtual
world and the real world is considered important and can positively
influence the results obtained.
5. FINAL REMARKS
In the current context, the role of technology in transforming education is undeniable. The integrative literature review conducted in
this study revealed that new technologies, especially immersive virtual
reality or metaverse technologies, have the potential to promote enriching and contextualized educational experiences. The results obtained
highlight positive experiences with the incorporation of these resources
into the teaching and learning process.
However, it is important to emphasize that the implementation
of technologies in education still occurs gradually and faces significant
challenges. The review highlighted the need for a more comprehensive
approach that involves not only the use of these technologies in the
classroom but also their integration from curriculum design to content
development and assessment.
Furthermore, it is crucial to promote discussions and reflections on the best way to incorporate these technologies into the initial
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pedagogical development. It is necessary to bridge gaps and identify
effective strategies to harness the full potential of immersive technologies in promoting practice-oriented education aligned with the demands
of the contemporary world.
In this sense, it is essential for educators, educational administrators, and researchers to be engaged in the development and dissemination of best practices in the use of new technologies in education. Only
through a careful and collaborative approach can we ensure that these
technologies are effectively incorporated and benefit the educational
process, preparing students for the challenges and opportunities of
the modern world.
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