What is the metaverse? Definitions, technologies and the community of inquiry

被引:74
作者
Ng, Davy Tsz Kit [1 ]
机构
[1] Univ Hong Kong, Fac Educ, Hong Kong, Peoples R China
关键词
metaverse; avatar; exploratory review; community of inquiry; virtual reality; 2ND LIFE; EDUCATION; STUDENTS; ACCEPTANCE; LANGUAGE; SYSTEM; WORLD;
D O I
10.14742/ajet.7945
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The term metaverse appeared for the first time in a novel published in 1992. Since the early 2000s, researchers have started to use this term to refer to digital technologies for learners to interact with other users with avatars. The term came to prominence in around 2020 due to the rebranding of Facebook. However, there was no consensus on what kind of technologies should belong to the metaverse and how to conceptualise the term. As such, this paper presents an exploratory review for conceptualising the metaverse based on 19 articles from the Web of Science database. This review focuses on the metaverse trend, how researchers in the past and present conceptualizing the term, and key technologies identified in the metaverse world. The findings identify the major types of technologies used in the inctaverse studies and offers a sound theoretical foundation in terms of cognitive, social and teacher presence to understand what future potential of these technologies could bring to online learning. Five major types of technologies are identified which could map to four key elements of the metaverse (i.e., immersion, advanced computing, socialisation, decentralisation). At the end, a model is proposed to connect the key elements of the metavcrsc and its three presences in the community of inquiry that enhance students' learning outcomes in the metaverse learning environment. Implications for practice or policy: Educators and researchers could rethink what types of technologies belong to the metaverse and how it has the potential to influence the education sector. Instructional designers could create meaningful learning experiences through the four key elements of the metaverse - immersion, advanced computing, socialisation and decentralisation. Policy-makers and educators could refer to the model of metaverse learning environment to guide their future policy and practices.
引用
收藏
页码:190 / 205
页数:16
相关论文
共 87 条
[1]   Ficcionalization, thought, language and new virtual narratives [J].
Acosta, Andres Hermann .
SOPHIA-COLECCION DE FILOSOFIA DE LA EDUCACION, 2012, (12) :107-+
[2]  
Aguayo M. A. C., 2009, SLACTIONS 2009 INT C, P53
[3]   Assessing metacognition in an online community of inquiry [J].
Akyol, Zehra ;
Garrison, D. Randy .
INTERNET AND HIGHER EDUCATION, 2011, 14 (03) :183-190
[4]  
Anderson Warwick, 2009, GEOLOGY ECOLOGY LAND, V12, P389, DOI [10.1080/13688790903350641, DOI 10.1080/24749508.2020.1726562, 10.1080/15287390903421250]
[5]  
[Anonymous], 2007, J ASYNCHRONOUS LEARN, DOI [10.24059/olj.v11i1.1737, DOI 10.24059/OLJ.V11I1.1737]
[6]  
[Anonymous], 2021, J EDUC EVAL HEALTH P, DOI DOI 10.3352/JEEHP.2021.18.32
[7]  
[Anonymous], 2021, Evaluating the Impact of COVID-19-Related Interventions: Key Considerations and Available Approaches
[8]  
Arcila J. B. P., 2014, Etic@ net. Rev. cientifica electronica Educ. y Comun. en la Soc. del Conoc., V14, P227
[9]  
Aziz Z., 2020, TERTIARY ONLINE TEAC, P61, DOI [10.1007/978-981-15-8928-7_6, DOI 10.1007/978-981-15-8928-7_6]
[10]  
Ball M., 2022, The metaverse: And how it will revolutionize everything