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      Exploring the Potential of Metaverse for Higher Education: Opportunities, Challenges, and Implications

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          Abstract

          Introduction: The Metaverse, a virtual space where users can engage with each other in a variety of experiences, has gained significant attention in recent years. With the advent of advanced technologies like Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), the possibilities of the Metaverse have expanded to create new opportunities for learning and education. Objective: This research article aims to explore the potential of the Metaverse for higher education, including its opportunities, challenges, and implications. Methods: The article provides a comprehensive overview of the Metaverse, its history, and its key components. It then examines the potential of the Metaverse for higher education by reviewing relevant literature and analyzing the benefits that it can offer. These benefits include increased accessibility, flexibility, and interactivity, as well as the potential for immersive and personalized learning experiences. Results: The article also identifies the challenges and limitations of the Metaverse, such as technical limitations, privacy and security concerns, and the need for digital literacy skills. It further discusses the implications of using the Metaverse for higher education, including its impact on teaching and learning, curriculum design, and student engagement. Conclusions: Finally, the article proposes some recommendations for educators and institutions interested in exploring the use of the Metaverse for higher education. These recommendations include developing a clear understanding of the educational goals, selecting appropriate technologies and platforms, and providing training and support for both educators and students.

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          Metaverse

          The Metaverse is the post-reality universe, a perpetual and persistent multiuser environment merging physical reality with digital virtuality. It is based on the convergence of technologies that enable multisensory interactions with virtual environments, digital objects and people such as virtual reality (VR) and augmented reality (AR). Hence, the Metaverse is an interconnected web of social, networked immersive environments in persistent multiuser platforms. It enables seamless embodied user communication in real-time and dynamic interactions with digital artifacts. Its first iteration was a web of virtual worlds where avatars were able to teleport among them. The contemporary iteration of the Metaverse features social, immersive VR platforms compatible with massive multiplayer online video games, open game worlds and AR collaborative spaces.
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            Educational applications of metaverse: possibilities and limitations

            This review aims to define the 4 types of the metaverse and to explain the potential and limitations of its educational applications. The metaverse roadmap categorizes the metaverse into 4 types: augmented reality, lifelogging, mirror world, and virtual reality. An example of the application of augmented reality in medical education would be an augmented reality T-shirt that allows students to examine the inside of the human body as an anatomy lab. Furthermore, a research team in a hospital in Seoul developed a spinal surgery platform that applied augmented reality technology. The potential of the metaverse as a new educational environment is suggested to be as follows: a space for new social communication; a higher degree of freedom to create and share; and the provision of new experiences and high immersion through virtualization. Some of its limitations may be weaker social connections and the possibility of privacy impingement; the commission of various crimes due to the virtual space and anonymity of the metaverse; and maladaptation to the real world for students whose identity has not been established. The metaverse is predicted to change our daily life and economy beyond the realm of games and entertainment. The metaverse has infinite potential as a new social communication space. The following future tasks are suggested for the educational use of the metaverse: first, teachers should carefully analyze how students understand the metaverse; second, teachers should design classes for students to solve problems or perform projects cooperatively and creatively; third, educational metaverse platforms should be developed that prevent misuse of student data.
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              Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis

              The Metaverse has been the centre of attraction for educationists for quite some time. This field got renewed interest with the announcement of social media giant Facebook as it rebranding and positioning it as Meta. While several studies conducted literature reviews to summarize the findings related to the Metaverse in general, no study to the best of our knowledge focused on systematically summarizing the finding related to the Metaverse in education. To cover this gap, this study conducts a systematic literature review of the Metaverse in education. It then applies both content and bibliometric analysis to reveal the research trends, focus, and limitations of this research topic. The obtained findings reveal the research gap in lifelogging applications in educational Metaverse. The findings also show that the design of Metaverse in education has evolved over generations, where generation Z is more targeted with artificial intelligence technologies compared to generation X or Y. In terms of learning scenarios, there have been very few studies focusing on mobile learning, hybrid learning, and micro learning. Additionally, no study focused on using the Metaverse in education for students with disabilities. The findings of this study provide a roadmap of future research directions to be taken into consideration and investigated to enhance the adoption of the Metaverse in education worldwide, as well as to enhance the learning and teaching experiences in the Metaverse.
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                Author and article information

                Contributors
                Journal
                Metaverse Basic and Applied Research
                Metaverse Bas. App. Res.
                Salud, Ciencia y Tecnologia
                2953-4577
                April 26 2023
                Affiliations
                [1 ]Usha Martin University, Ranchi
                [2 ]Veer Kunwar Singh University, Department of Computer Science, Ara- 802301, India
                [3 ]Patna Women’s College, Department of Education, Patna, India
                Article
                10.56294/mr202340
                4a0e2d81-7b27-480e-a4f3-a3873464f6a2
                © 2023

                Free to read

                https://creativecommons.org/licenses/by/4.0/

                https://creativecommons.org/licenses/by/4.0/

                https://creativecommons.org/licenses/by/4.0/

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