Skip to main content

Beyond the Hype and the Crisis: A Possible Metaverse for Education

  • Chapter
  • First Online:
Augmented and Virtual Reality in the Metaverse

Part of the book series: Springer Series on Cultural Computing ((SSCC))

  • 63 Accesses

Abstract

This chapter analyses the main features of the Metaverse from an educational perspective in the light of its current stage of development and, in particular, in the light of the crisis it is currently going through. The practical difficulties of implementation, linked to its complexity as an immersive virtual environment, and the concomitance of the AI explosion have slowed down the adoption of the Metaverse, diverting the investments of large technology companies towards AI applications and their integration into the technology we use daily. This, however, does not mean that the Metaverse will have no future, because it is highly unlikely that the technology will no longer offer us the possibility of fully immersive experiences. Rather, it will probably undergo reconfiguration. Its constituent elements, therefore, will not change. For this reason, those involved in education have the task of analysing them and assessing their potential for improving teaching practices, anticipating future developments in terms of methodological foundations for sustainable and beneficial use of the Metaverse. In particular, the researcher has the task of identifying the educational segments, target groups and contents that best lend themselves to an educational treatment based on the Metaverse.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 199.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    According to Park and Kim (2022), the Metaverse has six main fields of application: (1) simulation; (2) gaming; (3) the office (i.e. the creation of virtual workspaces); (4) social interaction (which includes cultural events and artistic performances); (5) marketing; and (6) training.

  2. 2.

    Low latency describes a computer network that is optimized to process a very high volume of data messages with minimal delay (latency). These networks are designed to support operations that require near real-time access to rapidly changing data.

  3. 3.

    To recall the main different forms of learning (adapted from the Council of Europe): Formal learning follows a syllabus, is intentional and measured by tests. Non-formal learning takes place outside formal learning but within some kind of organizational framework, is the result of intentional effort, but does not need a formal syllabus or assessment. Informal learning takes during activities that are not undertaken with a learning purpose, is involuntary and sometimes called “experiential” or “incidental learning”.

  4. 4.

    https://www.eventmarketer.com/wp-content/uploads/2022/09/invision.pdf.

  5. 5.

    https://www.pwc.com/us/en/tech-effect/emerging-tech/virtual-reality-study.html.

  6. 6.

    Godden and Baddeley (1975) had divers learn spoken words, either on land or underwater, and after 4 min tested them in either environment; all divers did all four combinations of environments. In this classic study, they found a large effect of context: whether learning underwater or on land, recall of the materials was much better in the same environment (Murre 2021).

References

  • Ball NJ, Mercado E, Orduña I (2019) Enriched Environments as a Potential Treatment for Developmental Disorders: A Critical Assessment. Frontiers in Psychology, 10

    Google Scholar 

  • Baroncelli L, Braschi C, Spolidoro M, Begenisic T, Sale A, Maffei L (2010) Nurturing brain plasticity: impact of environmental enrichment. Cell Death Differ 17:1092–1103

    Article  Google Scholar 

  • Basu T (2023) New research aims to bring odors into virtual worlds, MIT Technology Review, https://www.technologyreview.com/2023/05/09/1072731/vr-smell/#:~:text=New%20research%20aims%20to%20bring%20odors%20into%20virtual%20worlds

  • Cacchione A (2023) La terza dimensione dell’e-learning: il metaverso. IUL Research 4(7):109–126

    Google Scholar 

  • Cacchione A (2019) Pokémon GO between incidental learning and frame analysis: it’s the end of the world as we know it. In: Geroimenko V (ed) Augmented reality games I. Springer, Cham, pp 203–215

    Google Scholar 

  • Cacchione A, Procter-Legg E, Petersen SA, Winter M (2015) A proposal for an integrated evaluation framework for mobile language learning: lessons learned from SIMOLA - Situated Mobile Language Learning. J Univ Comp Sci 21(10):1248–1268

    Google Scholar 

  • Chien SY, Hwang GJ, Jong MSY (2020) Effects of peer assessment within the context of spherical video-based virtual reality on EFL students’ English-Speaking performance and learning perceptions. Comput Educ 146

    Google Scholar 

  • Díaz J, Saldaña C, Avila C (2020) Virtual world as a resource for hybrid education. Int J Emerg Technol Learn (ijet) 15(1):94–109

    Article  Google Scholar 

  • Essoe JKY, Reggente N, Ohno AA, Baek YH, Dell’Italia J, Rissman J (2022) Enhancing learning and retention with distinctive virtual reality environments and mental context reinstatement. npj Sci Learn 7:31

    Google Scholar 

  • Freeman G, Zamanifard S, Maloney D, Acena D (2022) Disturbing the peace: experiencing and mitigating emerging harassment in social virtual reality. Proc ACM Hum Comput Interact 6, CSCW1, Article 85

    Google Scholar 

  • Hebb DO (1949) The organization of behavior; a neuropsychological theory. Wiley, New Jersey

    Google Scholar 

  • Hwang GJ, Chien SY (2022) Definition, roles, and potential research issues of the metaverse in education: an artificial intelligence perspective. Comput Educ Artif Intell 3

    Google Scholar 

  • Ironsi CS (2023) Investigating the use of virtual reality to improve speaking skills: insights from students and teachers. Smart Learn Environ 10:53

    Article  Google Scholar 

  • Jovanović A, Milosavljević A (2022) VoRtex metaverse platform for gamified collaborative learning. Electronics 11(3):317–330

    Article  Google Scholar 

  • Koo H (2021) Training in lung cancer surgery through the metaverse, including extended reality, in the smart operating room of Seoul National University Bundang Hospital, Korea. J Educat Eval Health Prof 18

    Google Scholar 

  • Kukulska-Hulme A, Sharples M, Milrad M, Arnedillo-Sánchez I, Vavoula G (2009) Innovation in mobile learning: a European perspective. Int J Mobile Blended Learn 1(1):13–35

    Article  Google Scholar 

  • Kukulska-Hulme A (2010) Mobile learning as a catalyst for change. Open Learn: J Open Distance Learn 25(3):181–185

    Google Scholar 

  • Lave J, Wenger E (1991) Situated learning: legitimate peripheral participation. Cambridge University Press

    Google Scholar 

  • Murre JMJ (2021) The Godden and Baddeley (1975) experiment on context-dependent memory on land and underwater: a replication. R Soc Open Sci 8(11)

    Google Scholar 

  • Naismith L, Corlett D (2006) Reflections on success: a retrospective of the mLearn conference series 2002–2005, mLearn 2006—Across generations and cultures. Banff, Canada

    Google Scholar 

  • Paquin V, Ferrari M, Sekhon H, Rej S (2023) Time to think “meta”: a critical viewpoint on the risks and benefits of virtual worlds for mental health. JMIR Serious Games

    Google Scholar 

  • Park SM, Kim YG (2022) A metaverse: taxonomy, components, applications, and open challenges. IEEE Access 10:4209–4251

    Article  Google Scholar 

  • Sá MJ, Serpa S (2023) Metaverse as a learning environment: some considerations. Sustainability 15:2186

    Google Scholar 

  • Schunk DH (2012) Learning theories, an educational perspective, 6th edn. Pearson Education Inc., Boston, MA

    Google Scholar 

  • Sharples M, Arnedillo-Sánchez I, Marcelo M, Vavoula G (2009) Mobile learning: small devices, big issues. In: Balacheff N et al (eds) Technology-enhanced learning, pp 233–249

    Google Scholar 

  • Shors TJ, Anderson ML, Curlik DM, Nokia MS (2012) Use it or lose it: how neurogenesis keeps the brain fit for learning. Behav Brain Res 227(2):450–458

    Google Scholar 

  • Siyaev A, Jo GS (2021) Neuro-symbolic speech understanding in aircraft maintenance metaverse IEEE. Access 9(2021):154484–154499

    Article  Google Scholar 

  • Tyng Chai M, Amin Hafeez U, Saad Mohamad NM, Malik Aamir S (2017) The influences of emotion on learning and memory. Front Psychol 8

    Google Scholar 

  • van Praag H, Kempermann G, Gage FH (2000) Neural consequences of environmental enrichment. Nat Rev Neurosci 1:191–198

    Article  Google Scholar 

  • Villarreal Arroyo YP, Peñabaena-Niebles R, Berdugo Correa C (2023) Influence of environmental conditions on students’ learning processes: a systematic review. Build Environ 231:110051

    Google Scholar 

  • World Bank (2022) Can the Metaverse offer benefits to developing countries? https://www.worldbank.org/content/dam/photos/1440x600/2022/apr/Metaverse-and-developing-countries-by-Randeep-Sudan.pdf. Accessed 3 Jan 2024

  • Zhao N, You F (2023) The growing metaverse sector can reduce greenhouse gas emissions by 10 Gt CO2e in the United States by 2050. Energy Environ Sci 16:2382–2397

    Google Scholar 

  • Zheng R (2010) Effects of situated learning on students’ knowledge acquisition: an individual differences perspective. J Educ Comput Res 43(4):467–487

    Article  Google Scholar 

Download references

Acknowledgement

The author would like to thank Dr. Fulvio Ananasso of the Italian States General of Innovation for valuable advice and insightful suggestions.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Annamaria Cacchione .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Cacchione, A. (2024). Beyond the Hype and the Crisis: A Possible Metaverse for Education. In: Geroimenko, V. (eds) Augmented and Virtual Reality in the Metaverse. Springer Series on Cultural Computing. Springer, Cham. https://doi.org/10.1007/978-3-031-57746-8_2

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-57746-8_2

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-57745-1

  • Online ISBN: 978-3-031-57746-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics