{"title":"探讨元环境对促进学生接受素质教育的影响:一项元分析","authors":"Yuanbin Diao;Yu-Sheng Su","doi":"10.1109/TLT.2025.3550714","DOIUrl":null,"url":null,"abstract":"With technological advancements, the Metaverse is being used to enhance learning effects and learning experience to ensure quality education. However, current empirical studies have produced varying results. Therefore, a meta-analysis was executed, leveraging the capabilities of Version 3 of the Comprehensive Meta-Analysis software to effectively synthesize the data, drawing insights from 34 studies published prior to October 2024. The goal was to analyze the effects of the Metaverse on quality education, and to investigate the moderating influences of four variables: Metaverse tools, educational stages, subject area, and treatment duration. The results showed that the overall effect sizes for learning effects and learning experience were 0.922 and 1.153, respectively, suggesting that the Metaverse substantially influences educational effects and learning experience. The four moderating variables all play a significant role in shaping the influence of the Metaverse on both learning effects and experience. This meta-analysis highlights a striking trend: the Metaverse's effects were especially pronounced for elementary and secondary school students, but less so for university students. In addition, the Metaverse's effects were most significant in science disciplines.","PeriodicalId":49191,"journal":{"name":"IEEE Transactions on Learning Technologies","volume":"18 ","pages":"321-334"},"PeriodicalIF":2.9000,"publicationDate":"2025-03-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Exploring the Impact of the Metaverse on Promoting Students’ Access to Quality Education: A Meta-Analysis\",\"authors\":\"Yuanbin Diao;Yu-Sheng Su\",\"doi\":\"10.1109/TLT.2025.3550714\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"With technological advancements, the Metaverse is being used to enhance learning effects and learning experience to ensure quality education. However, current empirical studies have produced varying results. Therefore, a meta-analysis was executed, leveraging the capabilities of Version 3 of the Comprehensive Meta-Analysis software to effectively synthesize the data, drawing insights from 34 studies published prior to October 2024. The goal was to analyze the effects of the Metaverse on quality education, and to investigate the moderating influences of four variables: Metaverse tools, educational stages, subject area, and treatment duration. The results showed that the overall effect sizes for learning effects and learning experience were 0.922 and 1.153, respectively, suggesting that the Metaverse substantially influences educational effects and learning experience. The four moderating variables all play a significant role in shaping the influence of the Metaverse on both learning effects and experience. This meta-analysis highlights a striking trend: the Metaverse's effects were especially pronounced for elementary and secondary school students, but less so for university students. In addition, the Metaverse's effects were most significant in science disciplines.\",\"PeriodicalId\":49191,\"journal\":{\"name\":\"IEEE Transactions on Learning Technologies\",\"volume\":\"18 \",\"pages\":\"321-334\"},\"PeriodicalIF\":2.9000,\"publicationDate\":\"2025-03-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IEEE Transactions on Learning Technologies\",\"FirstCategoryId\":\"95\",\"ListUrlMain\":\"https://ieeexplore.ieee.org/document/10923707/\",\"RegionNum\":3,\"RegionCategory\":\"教育学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Learning Technologies","FirstCategoryId":"95","ListUrlMain":"https://ieeexplore.ieee.org/document/10923707/","RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
Exploring the Impact of the Metaverse on Promoting Students’ Access to Quality Education: A Meta-Analysis
With technological advancements, the Metaverse is being used to enhance learning effects and learning experience to ensure quality education. However, current empirical studies have produced varying results. Therefore, a meta-analysis was executed, leveraging the capabilities of Version 3 of the Comprehensive Meta-Analysis software to effectively synthesize the data, drawing insights from 34 studies published prior to October 2024. The goal was to analyze the effects of the Metaverse on quality education, and to investigate the moderating influences of four variables: Metaverse tools, educational stages, subject area, and treatment duration. The results showed that the overall effect sizes for learning effects and learning experience were 0.922 and 1.153, respectively, suggesting that the Metaverse substantially influences educational effects and learning experience. The four moderating variables all play a significant role in shaping the influence of the Metaverse on both learning effects and experience. This meta-analysis highlights a striking trend: the Metaverse's effects were especially pronounced for elementary and secondary school students, but less so for university students. In addition, the Metaverse's effects were most significant in science disciplines.
期刊介绍:
The IEEE Transactions on Learning Technologies covers all advances in learning technologies and their applications, including but not limited to the following topics: innovative online learning systems; intelligent tutors; educational games; simulation systems for education and training; collaborative learning tools; learning with mobile devices; wearable devices and interfaces for learning; personalized and adaptive learning systems; tools for formative and summative assessment; tools for learning analytics and educational data mining; ontologies for learning systems; standards and web services that support learning; authoring tools for learning materials; computer support for peer tutoring; learning via computer-mediated inquiry, field, and lab work; social learning techniques; social networks and infrastructures for learning and knowledge sharing; and creation and management of learning objects.