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

The main purpose of this paper is to add empirical data to the nascent field of metaverse learning and teaching by examining factors affecting student participation and their perceived experiences of different metaverse platforms. For data collection, 57 Korean undergraduates participated in a self-...

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Detalles Bibliográficos
Autores principales: Hwang, Yohan, Shin, Dongkwang, Lee, Hyejin
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10191398/
https://www.ncbi.nlm.nih.gov/pubmed/37359489
http://dx.doi.org/10.1007/s11423-023-10238-9
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author Hwang, Yohan
Shin, Dongkwang
Lee, Hyejin
author_facet Hwang, Yohan
Shin, Dongkwang
Lee, Hyejin
author_sort Hwang, Yohan
collection PubMed
description The main purpose of this paper is to add empirical data to the nascent field of metaverse learning and teaching by examining factors affecting student participation and their perceived experiences of different metaverse platforms. For data collection, 57 Korean undergraduates participated in a self-administered questionnaire and a short reflective essay regarding their experiences on three metaverse platforms (ifland, Gather Town, & Frame VR). For data analysis, exploratory factor analysis was first executed to derive the underlying factors that can explain student participation in metaverse platforms. The social and interactive learning as well as individualized and behavioral learning were identified as two main contributing factors. While the three platforms had no statistical difference in terms of social presence, students’ sentimentally perceived differences among them. The sentiment analysis shows that 60.00% of ifland users were positive, followed by 53.66% of Frame VR users and 51.22% of Gather Town users. Furthermore, the additional keyword analysis shows why students expressed the perceived experiences of each platform in a different way. Given that the success of metaverse instruction can be dependent upon whether students regard it as beneficial, such measurements of student perception on the effectiveness of learning on metaverse platforms can offer meaningful recommendations for tech-savvy educators.
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spelling pubmed-101913982023-05-19 Students’ perception on immersive learning through 2D and 3D metaverse platforms Hwang, Yohan Shin, Dongkwang Lee, Hyejin Educ Technol Res Dev Development Article The main purpose of this paper is to add empirical data to the nascent field of metaverse learning and teaching by examining factors affecting student participation and their perceived experiences of different metaverse platforms. For data collection, 57 Korean undergraduates participated in a self-administered questionnaire and a short reflective essay regarding their experiences on three metaverse platforms (ifland, Gather Town, & Frame VR). For data analysis, exploratory factor analysis was first executed to derive the underlying factors that can explain student participation in metaverse platforms. The social and interactive learning as well as individualized and behavioral learning were identified as two main contributing factors. While the three platforms had no statistical difference in terms of social presence, students’ sentimentally perceived differences among them. The sentiment analysis shows that 60.00% of ifland users were positive, followed by 53.66% of Frame VR users and 51.22% of Gather Town users. Furthermore, the additional keyword analysis shows why students expressed the perceived experiences of each platform in a different way. Given that the success of metaverse instruction can be dependent upon whether students regard it as beneficial, such measurements of student perception on the effectiveness of learning on metaverse platforms can offer meaningful recommendations for tech-savvy educators. Springer US 2023-05-17 /pmc/articles/PMC10191398/ /pubmed/37359489 http://dx.doi.org/10.1007/s11423-023-10238-9 Text en © Association for Educational Communications and Technology 2023, Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Development Article
Hwang, Yohan
Shin, Dongkwang
Lee, Hyejin
Students’ perception on immersive learning through 2D and 3D metaverse platforms
title Students’ perception on immersive learning through 2D and 3D metaverse platforms
title_full Students’ perception on immersive learning through 2D and 3D metaverse platforms
title_fullStr Students’ perception on immersive learning through 2D and 3D metaverse platforms
title_full_unstemmed Students’ perception on immersive learning through 2D and 3D metaverse platforms
title_short Students’ perception on immersive learning through 2D and 3D metaverse platforms
title_sort students’ perception on immersive learning through 2d and 3d metaverse platforms
topic Development Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10191398/
https://www.ncbi.nlm.nih.gov/pubmed/37359489
http://dx.doi.org/10.1007/s11423-023-10238-9
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