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Students' perception on immersive learning through 2D and 3D metaverse platforms.

Yohan Hwang1, Dongkwang Shin2, Hyejin Lee3

  • 1Department of English Language and Literature, Jeonju University, 603 Faculty Building, 303 Cheonjam-Ro, Wansan-Gu, Jeonju-Si, Jeollabuk-Do 55069 Republic of Korea.

Educational Technology Research and Development : ETR & D
|June 26, 2023
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Summary
This summary is machine-generated.

This study explores factors influencing student participation in metaverse learning environments. Social, interactive, and individualized learning significantly impact engagement, with varying positive sentiment across platforms like ifland, Frame VR, and Gather Town.

Keywords:
Frame VRGather TownIflandMetaverseOnline education

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Area of Science:

  • Educational Technology
  • Virtual Reality in Education
  • Human-Computer Interaction

Background:

  • The integration of metaverse platforms in education is a developing area.
  • Understanding student engagement factors is crucial for effective metaverse learning implementation.
  • Existing research lacks empirical data on student perceptions across different metaverse environments.

Purpose of the Study:

  • To investigate factors affecting student participation in metaverse learning.
  • To analyze student-perceived experiences across diverse metaverse platforms.
  • To provide empirical data for optimizing metaverse-based pedagogy.

Main Methods:

  • A survey and reflective essays were administered to 57 Korean undergraduates.
  • Exploratory factor analysis identified key learning factors influencing participation.
  • Sentiment and keyword analyses assessed student perceptions of ifland, Gather Town, and Frame VR.

Main Results:

  • Social and interactive learning, alongside individualized and behavioral learning, emerged as primary drivers of participation.
  • No significant statistical differences in social presence were found across the three platforms.
  • Sentiment analysis revealed higher positive user sentiment for ifland (60.00%), followed by Frame VR (53.66%), and Gather Town (51.22%).

Conclusions:

  • Student perception of metaverse platforms significantly influences their perceived effectiveness for learning.
  • Tailoring metaverse platform selection and instructional design to specific learning factors can enhance student engagement.
  • Findings offer actionable recommendations for educators seeking to leverage metaverse technologies for improved learning outcomes.