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

IF 3.3 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
D. Ng
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引用次数: 29

Abstract

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 metaverse 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 metaverse 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.
什么是元宇宙?定义,技术和社区的调查
“元宇宙”一词首次出现在1992年出版的一部小说中。自21世纪初以来,研究人员开始使用这个术语来指代学习者通过虚拟形象与其他用户互动的数字技术。由于Facebook的品牌重塑,这个词在2020年左右开始流行起来。然而,对于什么样的技术应该属于元宇宙以及如何概念化这个术语,并没有达成共识。因此,本文基于Web of Science数据库中的19篇文章,对元宇宙的概念化进行了探索性回顾。本文主要介绍了虚拟世界的发展趋势、过去和现在的研究人员如何对虚拟世界进行概念化,以及在虚拟世界中确定的关键技术。研究结果确定了虚拟世界研究中使用的主要技术类型,并在认知、社会和教师在场方面提供了良好的理论基础,以了解这些技术未来可能给在线学习带来的潜力。本文确定了五种主要类型的技术,它们可以映射到虚拟世界的四个关键元素(即沉浸式、高级计算、社会化、去中心化)。最后,提出了一个模型来连接元宇宙的关键要素及其在探究社区中的三种存在,从而提高学生在元宇宙学习环境中的学习成果。对实践或政策的影响:教育工作者和研究人员可以重新思考哪些类型的技术属于虚拟世界,以及它如何有可能影响教育部门。教学设计师可以通过虚拟世界的四个关键要素——沉浸式学习、高级计算、社会化和去中心化——创造有意义的学习体验。政策制定者和教育工作者可以参考元学习环境模型来指导他们未来的政策和实践。
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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来源期刊
Australasian Journal of Educational Technology
Australasian Journal of Educational Technology EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
7.60
自引率
7.30%
发文量
54
审稿时长
36 weeks
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