Students’ Perception of Metaverses for Online Learning in Higher Education: Hype or Hope?
Abstract
:1. Introduction
- To review the current literature related to educational metaverses;
- To create and implement a metaverse for online teaching with WBS LearnSpace 3D;
- To evaluate this metaverse platfom as an educational metaverse.
2. Related Works
2.1. Surveys, Future Research Challenges, and Use Cases
2.2. Designed and Implemented Metaverses in Education
2.3. Best Practices
3. Methodology
- The metaverse platform WBS LearnSpace 3D and the e-CLOSE project, consisting of four higher education institutions from Europe that have used the platform in their engineering courses.
- The instruments leveraged for data acquisition and subsequent study and analysis.
- The participants and data collection obtained from diverse courses of the consortium partner institutions.
3.1. Context and Motivation
- Usefulness: Is the system useful for students? To what extent does it increase student productivity? Would it be useful in their future career environments?
- Ease of use: To what extent is it easy to use? Is there a steep learning curve?
- Satisfaction: Are students satisfied with the system? Is it fun to use?
- Interactivity: Do these type of environments facilitate interaction among participating teachers and students?
- Virtual environment: As a virtual environment, does the metaverse provides an immersive reality? Is it close to reality and comfortable to use?
- Learning experience: As a learning experience, does the metaverse facilitate skill development and learning?
3.2. Instrument
3.3. Participants and Data Collection
4. Results and Discussion
4.1. Perceived Usefulness
4.2. Perceived Ease of Use
4.3. Perceived Satisfaction
4.4. Interactivity
4.5. Virtual Environment
4.6. Learning Experience
5. Conclusions and Future Work
- Resources and infrastructure: One of the primary challenges when using a metaverse in higher education is ensuring that students and professors have access to the necessary infrastructure, including high-speed internet connections, capable devices, and virtual reality headsets. This can be a significant barrier for students who do not have access to these resources, particularly those from disadvantaged backgrounds.
- Pedagogical design: While the metaverse presents new opportunities for pedagogical design, it requires educators to rethink traditional teaching methods and adapt to new forms of interaction and communication. Teachers must develop new approaches to course design and delivery that take advantage of the unique features of the metaverse while ensuring that learning outcomes continue to be met. Specifically, we believe that there is a niche for substantial improvement in terms of student–teacher interactivity in comparison with traditional online learning, in which students may potentially feel more isolated.
- Content creation: Creating content for the metaverse requires a significant investment of time and resources, as it often involves designing 3D models and other interactive elements. This can be a barrier for educators, as they may not have the skills or resources to create this type of content.
- Accessibility: Ensuring that the metaverse is accessible to all students, including those with disabilities, requires careful consideration of issues such as assistive technology, design standards, and user interfaces. Educational institutions need to work closely with accessibility experts to ensure that the metaverse is fully accessible to all students.
- Staff training: While the metaverse offers unique opportunities for interactive and immersive learning experiences, it requires new pedagogical approaches as well. Institutions need to invest in staff development to ensure that educators are trained in the use of the metaverse and can design effective learning experiences that take advantage of its capabilities. Additionally, teachers need to learn about effective communication and social interaction as they pertain to the specific environment.
Author Contributions
Funding
Institutional Review Board Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
AR | Augmented Reality |
ICT | Information and Communications Technology |
LMS | Learning Management System |
ML | Machine Learning |
MMORPG | Massively Multiplayer Online Role-Playing Game |
MR | Mixed (or Hybrid) Reality |
MUVE | Multi-User Virtual Environment |
NFT | Non-Fungible Token |
PBL | Problem-Based Learning |
STEM | Science, Technology, Engineering, and Mathematics |
TAM | Technology Acceptance Model |
VR | Virtual Reality |
XR | EXtended Reality |
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Topic | ID | Item | Sources |
---|---|---|---|
Perceived Usefulness (PU) | PU1 | I would find the system useful in my job | Briz-Ponce et al. [71] |
PU2 | Using the system enables me to accomplish tasks more quickly | ||
PU3 | Using the system increases my productivity | ||
PU4 | If I use the system, I will increase my chances of getting a raise | ||
Perceived Ease of Use (PEOU) | PEOU1 | My interaction with the system would be clear and understandable | Briz-Ponce et al. [71] |
PEOU2 | It would be easy for me to become skilful at using the system | ||
PEOU3 | I would find the system easy to use | ||
PEOU4 | Learning to operate the system is easy for me | ||
Perceived Satisfaction (PS) | PS1 | I am satisfied with it | Chiu et al. [72], Wu et al. [73], and Chu et al. [74] |
PS2 | I would recommend it to a friend | ||
PS3 | It is fun to use | ||
PS4 | I am satisfied with its efficiency | ||
PS5 | I am satisfied that it meets my needs in terms of learning | ||
nteractivity (INT) | INT1 | It is easier to interact with other students than in reality | Walker et al. [75], Ferrer-Cascales et al. [76], Fernandez-Pascual et al. [77], and Estriegana et al. [78] |
INT2 | It is easier to interact with teachers than in reality | ||
INT3 | It facilitates exchange/share ideas/information with other students | ||
INT4 | It facilitates exchange/share ideas/information with the teacher | ||
Virtual Environment (VE) | VE1 | I felt comfortable in the virtual world | Barrett et al. [79] |
VE2 | I like the realism of the virtual environment (avatars and sceneries) | ||
VE3 | I feel immersed in the virtual environment | ||
VE4 | I found myself very involved with the virtual environment | ||
Learning Experience (LE) | LE1 | The environment facilitates the development of the skills expected from this training | Barrett et al. [79] |
LE2 | The environment facilitates the learning of the key concepts of the subject | ||
LE3 | I feel confident and competent about the skills realised with the virtual environment | ||
LE4 | The use of a metaverse such as the Learnspace improves online teaching |
ID | Item | Percentage (%) | ||||
---|---|---|---|---|---|---|
Comp. Disagree | Disagree | Neutral | Agree | Comp. Agree | ||
PU1 | I would find the system useful in my job | 7.69 | 11.54 | 40.38 | 25.00 | 15.38 |
PU2 | Using the system enables me to accomplish tasks more quickly | 9.62 | 19.23 | 46.15 | 17.31 | 7.69 |
PU3 | Using the system increases my productivity | 9.62 | 17.31 | 38.46 | 25.00 | 9.62 |
PU4 | If I use the system, I will increase my chances of getting a raise | 13.46 | 15.38 | 44.23 | 21.15 | 5.77 |
ID | Item | Percentage (%) | ||||
---|---|---|---|---|---|---|
Comp. Disagree | Disagree | Neutral | Agree | Comp. Agree | ||
PEOU1 | My interaction with the system would be clear and understandable | 1.92 | 5.77 | 26.92 | 38.46 | 26.92 |
PEOU2 | It would be easy for me to become skilful at using the system | 1.92 | 5.77 | 26.92 | 28.85 | 36.54 |
PEOU3 | I would find the system easy to use | 0.00 | 3.85 | 23.08 | 26.92 | 46.15 |
PEOU4 | Learning to operate the system is easy for me | 0.00 | 5.77 | 9.62 | 38.46 | 46.15 |
ID | Item | Percentage (%) | ||||
---|---|---|---|---|---|---|
Comp. Disagree | Disagree | Neutral | Agree | Comp. Agree | ||
PS1 | I am satisfied with it | 3.85 | 13.46 | 36.54 | 23.08 | 23.08 |
PS2 | I would recommend it to a friend | 7.69 | 11.54 | 28.85 | 28.85 | 23.08 |
PS3 | It is fun to use | 1.92 | 5.77 | 19.23 | 36.54 | 36.54 |
PS4 | I am satisfied with its efficiency | 5.77 | 15.38 | 28.85 | 28.85 | 21.15 |
PS5 | I am satisfied that it meets my needs in terms of learning | 7.69 | 11.54 | 26.92 | 30.77 | 23.08 |
ID | Item | Percentage (%) | ||||
---|---|---|---|---|---|---|
Comp. Disagree | Disagree | Neutral | Agree | Comp. Agree | ||
INT1 | It is easier to interact with other students than in reality | 32.69 | 28.85 | 15.38 | 17.31 | 5.77 |
INT2 | It is easier to interact with teachers than in reality | 23.08 | 26.92 | 19.23 | 23.08 | 7.69 |
INT3 | It facilitates exchange/share ideas/information with other students | 9.62 | 13.46 | 40.38 | 26.92 | 9.62 |
INT4 | It facilitates exchange/share ideas/information with the teacher | 7.69 | 13.46 | 32.69 | 32.69 | 13.46 |
ID | Item | Percentage (%) | ||||
---|---|---|---|---|---|---|
Comp. Disagree | Disagree | Neutral | Agree | Comp. Agree | ||
VE1 | I felt comfortable in the virtual world | 0.00 | 9.62 | 25.00 | 40.38 | 25.00 |
VE2 | I like the realism of the virtual environment (avatars and sceneries) | 3.85 | 11.54 | 26.92 | 32.69 | 25.00 |
VE3 | I feel immersed in the virtual environment | 3.85 | 15.38 | 44.23 | 17.31 | 19.23 |
VE4 | I found myself very involved with the virtual environment | 1.92 | 17.31 | 38.46 | 30.77 | 11.54 |
ID | Item | Percentage (%) | ||||
---|---|---|---|---|---|---|
Comp. Disagree | Disagree | Neutral | Agree | Comp. Agree | ||
LE1 | The environment facilitates the development of the skills expected from this training | 3.85 | 9.62 | 50.00 | 25.00 | 11.54 |
LE2 | The environment facilitates the learning of the key concepts of the subject | 3.85 | 9.62 | 46.15 | 26.92 | 13.46 |
LE3 | I feel confident and competent about the skills realised with the virtual environment | 3.85 | 3.85 | 44.23 | 36.54 | 11.54 |
LE4 | The use of a metaverse such as the Learnspace improves online teaching | 3.85 | 9.62 | 38.46 | 21.15 | 26.92 |
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Rojas, E.; Hülsmann, X.; Estriegana, R.; Rückert, F.; Garcia-Esteban, S. Students’ Perception of Metaverses for Online Learning in Higher Education: Hype or Hope? Electronics 2023, 12, 1867. https://doi.org/10.3390/electronics12081867
Rojas E, Hülsmann X, Estriegana R, Rückert F, Garcia-Esteban S. Students’ Perception of Metaverses for Online Learning in Higher Education: Hype or Hope? Electronics. 2023; 12(8):1867. https://doi.org/10.3390/electronics12081867
Chicago/Turabian StyleRojas, Elisa, Xenia Hülsmann, Rosa Estriegana, Frank Rückert, and Soraya Garcia-Esteban. 2023. "Students’ Perception of Metaverses for Online Learning in Higher Education: Hype or Hope?" Electronics 12, no. 8: 1867. https://doi.org/10.3390/electronics12081867
APA StyleRojas, E., Hülsmann, X., Estriegana, R., Rückert, F., & Garcia-Esteban, S. (2023). Students’ Perception of Metaverses for Online Learning in Higher Education: Hype or Hope? Electronics, 12(8), 1867. https://doi.org/10.3390/electronics12081867