A Sustainable Approach on Metaverse in Education: A SCOPUS-Based Bibliometric Analysis to Test TMIOS

A Sustainable Approach on Metaverse in Education: A SCOPUS-Based Bibliometric Analysis to Test TMIOS

Prasad Kulkarni, Alok Gaddi, Birău Ramona, Virgil Popescu, Virupakshi Hiremath, Shivashankar K., Sharan Kumar Shetty, Shivanand Kagawade
Copyright: © 2024 |Pages: 23
DOI: 10.4018/979-8-3693-2845-3.ch011
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Abstract

The phrase “metaverse” refers to a fully immersive, three-dimensional virtual environment that could be accessible online. It uses extended reality technologies, including augmented, virtual, and mixed reality, to deliver a real-time experience (Koohang et al., 2023). The Metaverse will be a fully or partially virtual world using either virtual reality (VR) or augmented reality (AR), according to S. Avila (2017). Metaverse is experimenting with real-time analysis, project collaboration, and solving particular problems. Modern educational institutions are adopting 'Atelier' pedagogy tools emphasizing collaboration-based experiential learning. A small group of students were selected to experiment with a project in a workshop environment under the supervision of a mentor. It moved away from mass education to individual attention. The growth of Metaverse attracted atelier pedagogy and developed the 'Immersive Atelier Model'.
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1. Introduction

The phrase “metaverse” refers to a fully immersive, three-dimensional virtual environment that could be accessible online. It uses extended reality technologies, including augmented, virtual, and mixed reality, to deliver a real-time experience (Koohang et al., 2023). The Metaverse will be a fully or partially virtual world using either virtual reality (V.R.) or augmented reality (A.R.), according to S. Avila (2017). Metaverse is experimenting with real-time analysis, project collaboration, and solving particular problems.

Modern educational institutions are adopting 'Atelier' pedagogy tools emphasizing collaboration-based experiential learning. A small group of students were selected to experiment with a project in a workshop environment under the supervision of a mentor. It moved away from mass education to individual attention. The growth of Metaverse attracted atelier pedagogy and developed the 'Immersive Atelier Model’. This interdisciplinary project approach encourages learners to experiment in small groups. It enhances students' Innovation and problem-solving skills (Sopher et al., L., 2023). In a study conducted on Metaverse versus online video conference application acceptability, metaverse Technology enabled Gather, and the town gained more appreciation against Zoom for the virtual class (Lee Y et al., 2023)

Online video games frequently use the Metaverse (Mystakidis, S., 2022). It is frequently referred to as a shared place where users can engage in real-time interactions and activities, including gaming, socializing, shopping, and even learning. Science fiction works like “The Matrix” and “Snow Crash” by Neal Stephenson have helped to popularize the idea of the Metaverse. However, with the advancement of blockchain, augmented reality, and other cutting-edge digital technologies, it is also becoming a reality.

Users can design their digital representations of themselves, called avatars, in a metaverse (Arpaci et al., 2023). They can then move about the virtual area and interact with other users, items, and environments. Many facets of our lives, from entertainment and commerce to Education and employment, can be transformed by the Metaverse, including new social, economic, and cultural experiences. It is anticipated that the Metaverse will become an essential trend in the Technology business in the upcoming years. Several companies, like Facebook, Roblox, and Epic Games, have declared intentions to develop their own Metaverse.

The Metaverse could provide an innovative approach to teaching and learning in the field of Education outside of the conventional classroom. The Metaverse allows Students worldwide to communicate in real time while working on projects and assignments. Without leaving the classroom, students can virtually travel to many regions of the world to experience different cultures, settings, and ecosystems. Students can practice real-world abilities like flying a plane, conducting surgery, or running a business in a safe and regulated setting due to the Metaverse. Based on their needs, learning preferences, and learning styles, each student can receive personalized learning experiences through the Metaverse. Through engaging games and other activities, the Metaverse can assist kids in growing their social and emotional competencies, including empathy, self-awareness, and teamwork.

The Metaverse can provide immersive and interactive learning experiences, and this potential is gaining traction quickly. However, it takes considerable thought to ensure this Technology is used sustainably in educational settings. This study examines current research trends and knowledge gaps using a bibliometric analysis based on Scopus. By examining the TMIOS framework (Thinking, Making, Improving, Owning, and Sharing), we hope to uncover ways the Metaverse might be utilized to foster a more all-encompassing and long-lasting educational setting. This paradigm highlights the idea of “ownership” within the learning process and builds upon the classic TMSI (Thinking, Making, Sharing, Improving) model. We can learn much about how the Metaverse might encourage greater student participation, knowledge generation, and cultivation by examining research output through this lens.

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