Education Students' Experiences, Learnings, and Views on the Production and Use of Metaverse-Based Educational Material for Teaching and Learning
Abstract
Metaverse is a computing platform that makes it possible for people separated by time and space to connect/engage/interact with each other in real time. In 2023, metaverse-based learning was introduced to elearners in a teaching course offered to both undergraduate and teaching certification students. The final requirement for which was the production of an educational multimedia material (EMM) of students choosing. This study looked into the student's experiences, learnings, and views on producing and using metaverse-based educational material (MEM) for teaching and learning. A focus group discussion (FGD) was conducted after the school term had ended with those who volunteered to participate in the study. The recorded FGD was transcribed and analyzed using thematic analysis. Three key themes were identified: MEM's potential as a teaching and learning tool; the requirements for production -- human and non-human resource; and considerations for MEM users.
Received Date: September 10, 2024
Revised Date: December 24, 2024
Accepted Date: December 31, 2024
Click to Access and Download the Article:
References
- Alizadeh, M. (2024). Exploring engagement and perceived learning outcomes in an immersive flipped learning context. International Journal in Information Technology in Governance Education and Business, 6(2), 1–14. https://doi.org/10.32664/ijitgeb.v6i2.155
- Braun, V., & Clarke, V. (2012). Thematic analysis. In H. Cooper, P. M. Camic, D. L. Long, A. T. Panter, D. Rindskopf, & K. J. Sher (Eds.), APA handbook of research methods in psychology, Vol. 2. Research designs: Quantitative, qualitative, neuropsychological, and biological (pp. 57–71). American Psychological Association. https://doi.org/10.1037/13620-004
- Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. Management Information Systems Quarterly, 13(3), 319–340. https://doi.org/10.2307/249008
- Hussain, S. (2023). Metaverse for education – Virtual or real? https://www.frontiersin.org/articles/10.3389/feduc.2023.1177429/full
- Kye, B., Han, N., Kim, E., Park, Y., & Jo, S. (2021). Educational applications of metaverse: Possibilities and limitations. Journal of Educational Evaluation for Health Professions, 18, 32. https://doi.org/10.3352/jeehp.2021.18.32
- 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. https://doi.org/10.3390/su14084786
- Likens, S. & Mower, A. (2022). What does virtual reality and the metaverse mean for training? https://www.pwc.com/us/en/tech-effect/emerging-tech/virtual-reality-study.html
- Mitra, S. (2023). Metaverse: A potential virtual-physical ecosystem for innovative blended education and training. Journal of Metaverse, 3(1), 66–72. https://doi.org/10.57019/jmv.1168056
- Mystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486–497. https://doi.org/10.3390/encyclopedia2010031
- Onu, P., Pradhan, A., & Mbohwa, C. (2024). Potential to use metaverse for future teaching and learning. Education and Information Technologies, 29(6), 8893–8924. https://doi.org/10.1007/s10639-023-12167-9
- Syukur, A., Andono, P. N., Hastuti̇, K., & Syari̇F, A. M. (2022). Immersive and challenging experiences through a virtual reality musical instruments game: An approach to gamelan preservation. Journal of Metaverse, 3(1), 34–42. https://doi.org/10.57019/jmv.1172928
- Thomas, N. J., Baral, R., Crocco, O., & Mohanan, S. (2023). A framework for gamification in the metaverse era: How designers envision gameful experience. Technological Forecasting & Social Change, 193, 122544. https://doi.org/10.1016/j.techfore.2023.122544
- 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). Is metaverse in education a blessing or a curse: A combined content and bibliometric analysis. Smart Learning Environments, 9(24). https://doi.org/10.1186/s40561-022-00205-x
- Tucci, L. & Needle, D. (2023). What is the metaverse? An explanation and in-depth guide. https://www.techtarget.com/whatis/feature/The-metaverse-explained-Everything-you-need-to-know
- Venkatesh, V., & Bala, H. (2008). Technology acceptance model 3 and a research agenda on interventions. Decision Sciences, 39(2), 273–315. https://doi.org/10.1111/j.1540-5915.2008.00192.x
- Wang, Y., Su, Z., Zhang, N., Xing, R., Liu, D., Luan, T. H., & Shen, X. (2023). A survey on metaverse: Fundamentals, security, and privacy. IEEE Communications Surveys & Tutorials, 25(1). https://doi.org/10.48550/arXiv.2203.02662
- Zhang, X., Chen, Y., Hu, L., & Wang, Y. (2022). The metaverse in education: Definition, framework, features, potential applications, challenges, and future research topics. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.1016300

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.