Demystifying and Analysing Metaverse Towards Education 4.0

Arman Raj, Vandana Sharma, S. Rani, Tanya Singh, Ankit Kumar Shanu, A. Alkhayyat
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Abstract

The word Metaverse has influenced many sectors such as healthcare, education, retail and manufacturing and few more industries are there which will be impacted by 2026 as per the research conducted by Gartner. The word “Metaverse” especially in education sector came into existence after the COVID-19 epidemic when the humanity were forced to think about the new methodology of educating and teaching. This ecosphere is the combination of technologies which enables multimodal interactions with artificial environment, electronic library and people such as Virtual Reality (VR) and Augmented Reality (AR). It is believed that metaverse will improve collaboration, training process will be enhanced and most importantly it will create a happier workplace. This is only the reason that many corporate giants like Nvidia, facebook, apple, epic Games and companies has shifted towards this pedagogical ecosystem. This technology has the potential which enables absolute incorporating user conversation in actual-time and compelling interactivity with digital artifact. In this paper, we are addressing metaverse in education along with a detailed framework of metaverse in education. It includes a comparative study of conventional education, online education and metaverse education based on parameters like place of learning, resources used, teaching methodology, learning experience, learning target and learning assessment. Competency based education, energize student and positive attitude towards learning. The various challenges of the metaverse in educational sector are also debated. This paper will help the researcher's fraternity to get a deeper insight along with a clear perception of this ecosystem in education.
面向教育4.0的虚拟世界揭秘与分析
根据高德纳(Gartner)的研究,Metaverse这个词已经影响了许多行业,如医疗保健、教育、零售和制造业,还有一些行业将在2026年受到影响。特别是在教育领域,“超宇宙”一词是在新冠疫情之后出现的,人类被迫思考新的教育和教学方法。这个生态圈结合了虚拟现实(VR)和增强现实(AR)等技术,使人们能够与人工环境、电子图书馆和人进行多模式交互。人们相信,虚拟世界将改善协作,加强培训过程,最重要的是,它将创造一个更快乐的工作场所。这也是英伟达(Nvidia)、facebook、苹果(apple)、epic Games等许多企业巨头转向这种教学生态系统的唯一原因。该技术具有实现绝对实时用户对话和与数字工件的引人注目的交互的潜力。在本文中,我们讨论了教育中的元宇宙以及教育中的元宇宙的详细框架。它包括基于学习地点、使用的资源、教学方法、学习经验、学习目标和学习评估等参数对传统教育、在线教育和虚拟教育进行比较研究。以能力为本的教育,激发学生积极的学习态度。本文还讨论了教育领域的各种挑战。本文将帮助研究者们对这一教育生态系统有一个更深入的了解和清晰的认知。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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