Abstract
This chapter presents a derivative practical and adaptable fourteen-dimensional model for classifying and designing experiential simulated immersive learning experiences. The metaverse promises the merge of physical reality with virtuality and provokes reconceptualization of teaching and learning for education and training. Spatial computing affordances enable experiential, immersive learning in cyber-physical and digital 3D environments. Prior research suggests that immersive learning is achieved through system, narrative, and challenge immersion, while experiential, hands-on learning relies on active learner engagement with authentic tasks in realistic settings. Any simulation utilizing narratives, role-playing, problem-solving, games and challenges constitutes the main mimetic method to design and implement experiential learning. A potentially effective way for instructional design is the alignment of the intended learning outcomes in the cognitive, affective and psychomotor domains with learning and simulation mechanics. The proposed blueprint’s dimensions include purpose, scale, level, role, goals, age, accessibility, risk, technology, sensory immersion, abstraction, participation, feedback, and engagement. This resource, derived from a respective proposal for medical simulations, can assist researchers and education practitioners of all fields to design and develop effective simulations in the direction of scalable and democratized simulation-based experiential learning.
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Mystakidis, S., Lympouridis, V. (2024). Designing Simulations in the Metaverse: A Blueprint for Experiential Immersive Learning Experiences. 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_4
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