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Journal ArticleDOI

Metaverse system adoption in education: a systematic literature review

TL;DR: In this paper , the authors evaluated the adoption or acceptability of the metaverse system in education from the viewpoint of information systems (IS) theories/models and provided a thorough pointer that might help the scholars to carry out additional research in metaverse acceptance.
Abstract: The evaluation of information systems (IS) models, which are employed to research the adoption or acceptance of metaverse systems, is thought to be a subject of major significance. Studying the adoption or acceptability of the metaverse system is not a recent study area, and many academics have taken on the task. We should be acquainted with the leading IS models used in this study trend to assess these models and give academics a comprehensive understanding of this study trend. The primary goal of this research, in contrast to previous reviews, is to systematically evaluate the metaverse research in education from the viewpoint of IS theories/models to offer a thorough pointer that might help the scholars to carry out additional research in metaverse acceptance. A total of 41 research that was published between 2011 and 2022 were examined in the present systematic review. The main study results showed that the Technology Acceptance Model (TAM) is recognized as the most widely used model in forecasting people’s intentions to uphold the metaverse system. Furthermore, it was discovered that SmartPLS (PLS-SEM) is a typical tool for validating metaverse models. In addition, the key research purpose covered in the bulk of the reviewed research is to study how students adopt or accept the metaverse system and the technology that supports it. Additionally, most of the research that was gathered was done in China, Taiwan, and the USA, accordingly. Additionally, in most of the evaluated research, it was discovered that university students were the primary respondents concerning data acquisition. These findings are anticipated to significantly improve both our comprehension of metaverse system study and the utilization of IS models.
Citations
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Journal ArticleDOI
TL;DR: In this article , a comprehensive definition of the metaverse that subsumes virtual world literature and looks at metaverse as a sociotechnical stack, exploring the design elements of metaverse, and a synthesis of future research direction associated with metaverse is presented.
Abstract: Virtual worlds are progressing toward a holistic abstraction of the metaverse. While there is abundant literature and synthesis on virtual worlds and related constructs, the linkages between above scholarly work and the “metaverse” are scarce. This research study addresses this gap by focusing on three specific research pursuits: a comprehensive definition of the metaverse that subsumes virtual world literature and looks at the metaverse as a sociotechnical stack, exploring the design elements of the metaverse, and a synthesis of future research direction associated with metaverse. For achieving the above goals, a hybrid research methodology comprising bibliometric analysis and a rigorous qualitative analysis of case studies across four major metaverse players with varied end goals was employed. The interpretive qualitative analysis was further distilled by mapping the emergent themes to the theoretical lens of affordances. This work presents a novel framework of metaverse design, establishing theoretical linkages between the sociotechnical fabric and applications of the metaverse.

3 citations

Proceedings ArticleDOI
01 May 2023
TL;DR: In this paper , the authors explored students' and educators' perceptions of metaverse and its potential to be used in education and found that students and teachers have a relatively good understanding of meta-verse and foresee its utilization in education in the next few years.
Abstract: Metaverse, an immersive virtual world that is facilitated by the use of virtual reality (VR) and augmented reality (AR), is expected to be soon part of our lives. Indeed, in some areas, such as in the game industry, this revolutionary technology is already being used. In the context of education, however, metaverse is not yet being extensively utilized and its possible usage is currently being debated. To contribute to this debate, the current study explores students' and educators' perceptions of metaverse and its potential to be used in education. To study these questions a mixed research approach was employed combining both quantitative and qualitative data collection. Specifically, an online questionnaire was distributed to students and semi structured interviews have been conducted with lecturers. Results suggest that students and teachers have a relatively good understanding of metaverse and foresee its utilization in education in the next few years. They remain open about the extent to which this will happen and divided as how fundamental a change it will be.

1 citations

Journal ArticleDOI
TL;DR: In this paper , the authors evaluate various theories, models, and previous research related to the innovation adoption in order to draw conclusions about the critical success factors for the adoption of the metaverse in education and consumer intention to use.
Abstract: Metaverse is considered one of the platforms that can be used for teaching and learning in higher education. In order to develop, adopt, and use an innovative application or system, the critical success factors are crucial. Consumer behaviours and adoption are crucial to the development of a proposed system based on the metaverse in order to improve the system's usefulness. Consequently, the goal of this study is to evaluate various theories, models, and previous research related to the innovation adoption in order to draw conclusions about the critical success factors for the adoption of the metaverse in education and consumer intention to use.

1 citations

Journal ArticleDOI
TL;DR: In this article , a WebRTC SFU service is introduced to an open-source web-based VR platform to realize a more stable and reliable platform suitable for educational communication of audio, video, and avatar transform.
Abstract: Maintaining real-time communication quality in metaverse has always been a challenge, especially when the number of participants increase. We introduce a proprietary WebRTC SFU service to an open-source web-based VR platform, to realize a more stable and reliable platform suitable for educational communication of audio, video, and avatar transform. We developed the web-based VR platform and conducted a preliminary validation on the implementation for proof of concept, and high performance in both server and client sides are confirmed, which may indicates better user experience in communication and imply a solution to realize educational metaverse.
Book ChapterDOI
01 Jan 2023
TL;DR: In this paper , the authors provide light on the potential superpower and effect of integrating two developing technologies, the Metaverse and robotics, and provide a theoretical analysis of the potential of combining the two technologies.
Abstract: The Metaverse is a parallel, virtual realm that people may freely explore through avatar representation. Gaming companies such as Rockstar, Second Life, and Unity were early adopters of the Metaverse in order to attract customers. Since this endeavour has proven to be successful, other industries as diverse as education and entertainment are eager to follow suit. In order to maintain their top position among the rapidly growing user applications and software companies, even well-known social media developers have begun to invest significantly in the effective growth of the Metaverse era. The Metaverse has recently emerged as a research subject and expectation, simultaneously, throughout the ages robotics has captured people’s imagination greatly. This research aims to provide light on the potential superpower and effect of integrating two developing technologies, the Metaverse and Robotics.
References
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Journal ArticleDOI
TL;DR: PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) is introduced, an update of the QUOROM guidelines for reporting systematic reviews and meta-analyses.
Abstract: Moher and colleagues introduce PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses), an update of the QUOROM guidelines for reporting systematic reviews and meta-analyses. Us...

23,203 citations

Journal Article
TL;DR: One of the books that can be recommended for new readers is experience and education as mentioned in this paper, which is not kind of difficult book to read and can be read and understand by the new readers.
Abstract: Preparing the books to read every day is enjoyable for many people. However, there are still many people who also don't like reading. This is a problem. But, when you can support others to start reading, it will be better. One of the books that can be recommended for new readers is experience and education. This book is not kind of difficult book to read. It can be read and understand by the new readers.

5,478 citations

Proceedings ArticleDOI
28 May 2006
TL;DR: This tutorial is designed to provide an introduction to the role, form and processes involved in performing Systematic Literature Reviews, and to gain the knowledge needed to conduct systematic reviews of their own.
Abstract: Context: Making best use of the growing number of empirical studies in Software Engineering, for making decisions and formulating research questions, requires the ability to construct an objective summary of available research evidence. Adopting a systematic approach to assessing and aggregating the outcomes from a set of empirical studies is also particularly important in Software Engineering, given that such studies may employ very different experimental forms and be undertaken in very different experimental contexts.Objectives: To provide an introduction to the role, form and processes involved in performing Systematic Literature Reviews. After the tutorial, participants should be able to read and use such reviews, and have gained the knowledge needed to conduct systematic reviews of their own.Method: We will use a blend of information presentation (including some experiences of the problems that can arise in the Software Engineering domain), and also of interactive working, using review material prepared in advance.

4,352 citations

Journal ArticleDOI
TL;DR: Project-based learning as discussed by the authors is a comprehensive approach to classroom teaching and learning that is designed to engage students in investigation of authentic problems, and it has the potential to help people learn.
Abstract: Project-based learning is a comprehensive approach to classroom teaching and learning that is designed to engage students in investigation of authentic problems. In this article, we present an argument for why projects have the potential to help people learn; indicate factors in project design that affect motivation and thought; examine difficulties that students and teachers may encounter with projects; and describe how technology can support students and teachers as they work on projects, so that motivation and thought are sustained.

2,962 citations