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Use of Metaverse Technology in Education Domain

Year 2023, Volume: 3 Issue: 1, 79 - 86, 30.06.2023
https://doi.org/10.57019/jmv.1223704

Abstract

Metaverse is the digital mirror of the physical world where users are connected as individual avatars. The purpose of the virtual surface where it should gather and mirror actual-time global statistics and also inquire for immersion is to link the physical and digital worlds. Users’ physical inputs may be used to train artificial intelligence (AI) systems to provide client users with highly customized offerings. This technology offers an appropriate answer in the sphere of education and training by using its process. By using Metaverse extended reality, education sector will be changed drastically. This study outlined the required principles and approaches for transforming the education sector utilizing the Metaverse. Qualitative method has been used for analyzing. In addition, ten key techniques based on Metaverse’s quality education standards have been outlined. This research will impact the whole education sector by visualizing contents, virtual campus, 3D simulation, and remote quality education which is accessible for all including underdeveloped countries. Additionally, the anticipated developments in the education industry have been highlighted. Finally, a model of classroom has been proposed using Mozilla Hubs platform, which can be used for group discussion, seminar, thesis meeting, presentation and many more which will bring changes to education system eventually. The main purpose of our research is to improve education sector using Metaverse by engaging more students from developing and under-developing countries, as well as providing more facilities and quality education.

References

  • Stephenson, N. (1994). Potpuni Raspad. Penguin.
  • The Sandbox - A decentralized gaming metaverse made by players. (2012). https://www.sandbox.game/en/.
  • Meier, C., Saorı́n, J., de León, A. B., & Cobos, A. G. (2020). Using the roblox video game engine for creating virtual tours and learning about the sculptural heritage. International Journal of Emerging Technologies in Learning (IJET), 15(20), 268–280.
  • Bick, A., Blandin, A., & Mertens, K. (2021). Work from home before and after the Covid-19 outbreak. Available at SSRN 3786142.
  • Watch Blockeley, UC Berkeley’s online Minecraft Commencement. (2020). In Berkeley News. https://news.berkeley.edu/2020/05/16/watch-blockeley-uc-berkeleys-online-minecraft-commencement/.
  • Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021). Metaverse for social good: A university campus prototype. Proceedings of the 29th ACM International Conference on Multimedia, 153–161.
  • El Saddik, A. (2018). Digital twins: The convergence of multimedia technologies. IEEE Multimedia, 25(2), 87–92.
  • Van der Merwe, D. (2021). The metaverse as virtual heterotopia. 3rd World Conference on Research in Social Sciences.
  • Park, S., Min, K., & Kim, S. (2021). Differences in learning motivation among Bartle’s player types and measures for the delivery of sustainable gameful experiences. Sustainability, 13(16), 9121.
  • Giraudy, E., Maas, P., Iyer, S., Almquist, Z., Schneider, J., & Dow, A. (2021). Measuring long-term displacement using Facebook data. IDMC Global Rep. Internal Displacement (GRID), Geneva, Switzerland, Tech. Rep.
  • Gray, J., Lerer, A., Bakhtin, A., & Brown, N. (2020). Human-level performance in no-press diplomacy via equilibrium search. ArXiv Preprint ArXiv:2010.02923.
  • Ha-Thuc, V., Wood, M., Liu, Y., & Sundaresan, J. (2021). From producer success to retention: A new role of search and recommendation systems on marketplaces. Proceedings of the 44th International ACM SIGIR Conference on Research and Development in Information Retrieval, 2629–2630.
  • Blackshear, S., Chalkias, K., Chatzigiannis, P., Faizullabhoy, R., Khaburzaniya, I., Kogias, E. K., Lind, J., Wong, D., & Zakian, T. (2021). Reactive key-loss protection in blockchains. International Conference on Financial Cryptography and Data Security, 431–450.
  • Conitzer, V., Kroer, C., Sodomka, E., & Stier-Moses, N. E. (2017). Multiplicative pacing equilibria in auction markets. ArXiv Preprint ArXiv:1706.07151.
  • Onaolapo, J., Leontiadis, N., Magka, D., & Stringhini, G. (2021). {SocialHEISTing}: Understanding Stolen Facebook Accounts. 30th USENIX Security Symposium (USENIX Security 21), 4115–4132.
  • Bailey, M., Farrell, P., Kuchler, T., & Stroebel, J. (2020). Social connectedness in urban areas. Journal of Urban Economics, 118, 103264.
  • Luria, M., & Foulds, N. (2021). Hashtag-forget: using social media ephemerality to support evolving identities. Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, 1–5.
  • Do, V., Atif, J., Lang, J., & Usunier, N. (2021). Online selection of diverse committees. ArXiv Preprint ArXiv:2105.09295.
  • Stamps, D. (2020). Race and media: A critical essay acknowledging the current state of race-related media effects research and directions for future exploration. Howard Journal of Communications, 31(2), 121–136.
  • Avadhanula, V., Colini Baldeschi, R., Leonardi, S., Sankararaman, K. A., & Schrijvers, O. (2021). Stochastic bandits for multi-platform budget optimization in online advertising. Proceedings of the Web Conference 2021, 2805–2817.
  • Sinha, D., Sankararaman, K. A., Kazerouni, A., & Avadhanula, V. (2021). Multi-armed bandits with cost subsidy. International Conference on Artificial Intelligence and Statistics, 3016–3024.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining" gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15.
  • Song, K., & Burton, L. (2018). Gamification in Learning and Education. Springer Nature, Cham, Switzerland.
  • Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21–31.
  • Eppmann, R., Bekk, M., & Klein, K. (2018). Gameful experience in gamification: Construction and validation of a gameful experience scale [GAMEX]. Journal of Interactive Marketing, 43, 98–115.
  • Mystakidis, S., Christopoulos, A., & Pellas, N. (2021). A systematic mapping review of augmented reality applications to support STEM learning in higher education. Education and Information Technologies, 1–45.
  • Logishetty, K., Rudran, B., & Cobb, J. P. (2019). Virtual reality training improves trainee performance in total hip arthroplasty: a randomized controlled trial. The Bone & Joint Journal, 101(12), 1585–1592.
  • Chan, P., Van Gerven, T., Dubois, J.-L., & Bernaerts, K. (2021). Virtual chemical laboratories: A systematic literature review of research, technologies and instructional design. Computers and Education Open, 2, 100053.
  • De la Peña, N., Weil, P., Llobera, J., Spanlang, B., Friedman, D., Sanchez-Vives, M. V., & Slater, M. (2010). Immersive journalism: Immersive virtual reality for the first-person experience of news. Presence, 19(4), 291–301.
  • Mozumder, M. A., Sheeraz, M., Athar, A., Aich, S., & Kim, H.-C. (2022, February). Overview: Technology Roadmap of the Future Trend of Metaverse based on IoT, Blockchain, AI Technique, and Medical Domain Metaverse Activity. https://doi.org/10.23919/ICACT53585.2022.9728808.
  • Xu, M., Ng, W. C., Lim, W. Y. B., Kang, J., Xiong, Z., Niyato, D., Yang, Q., Shen, X. S., & Miao, C. (2022). A full dive into realizing the edge-enabled metaverse: Visions, enabling technologies, and challenges. IEEE Communications Surveys & Tutorials.
  • Clemente-Suárez, V. J., Navarro-Jiménez, E., Moreno-Luna, L., Saavedra-Serrano, M. C., Jimenez, M., Simón, J. A., & Tornero-Aguilera, J. F. (2021). The impact of the COVID-19 pandemic on social, health, and economy. Sustainability, 13(11), 6314.
  • Matinmikko-Blue, M., Yrjölä, S., Ahokangas, P., Ojutkangas, K., & Rossi, E. (2021). 6G and the UN SDGs: Where is the Connection? Wireless Personal Communications, 121(2), 1339–1360.
  • Ranaweera, P., Liyanage, M., & Jurcut, A. D. (2020). Novel MEC based approaches for smart hospitals to combat COVID-19 pandemic. IEEE Consumer Electronics Magazine, 10(2), 80–91.
  • Gadekallu, T. R., Huynh-The, T., Wang, W., Yenduri, G., Ranaweera, P., Pham, Q.-V., da Costa, D. B., & Liyanage, M. (2022). Blockchain for the Metaverse: A Review. ArXiv Preprint ArXiv:2203.09738.
  • Nadini, M., Alessandretti, L., Di Giacinto, F., Martino, M., Aiello, L. M., & Baronchelli, A. (2021). Mapping the NFT revolution: market trends, trade networks, and visual features. Scientific Reports, 11(1), 1–11.
  • Xu, H., Li, Z., Li, Z., Zhang, X., Sun, Y., & Zhang, L. (2022). Metaverse Native Communication: A Blockchain and Spectrum Prospective. ArXiv Preprint ArXiv:2203.08355.
  • Jiang, Y., Kang, J., Niyato, D., Ge, X., Xiong, Z., & Miao, C. (2021). Reliable coded distributed computing for metaverse services: Coalition formation and incentive mechanism design. ArXiv Preprint ArXiv:2111.10548.
  • Jeon, H., Youn, H., Ko, S., & Kim, T. (2022). Blockchain and AI Meet in the Metaverse. Advances in the Convergence of Blockchain and Artificial Intelligence, 73.
  • Kiong, L. V. (2022). Metaverse Made Easy: A Beginner’s Guide to the Metaverse: Everything you need to know about Metaverse, NFT and GameFi. Liew Voon Kiong.
  • Gligor, D. M., Pillai, K. G., & Golgeci, I. (2021). Theorizing the dark side of business-to-business relationships in the era of AI, big data, and blockchain. Journal of Business Research, 133, 79–88.
  • Ramu, S. P., Boopalan, P., Pham, Q.-V., Maddikunta, P. K. R., Huynh-The, T., Alazab, M., Nguyen, T. T., & Gadekallu, T. R. (2022). Federated learning enabled digital twins for smart cities: Concepts, recent advances, and future directions. Sustainable Cities and Society, 79, 103663.
  • Chen, Q., & Lee, S.-J. (2021). Research Status and Trend of Digital Twin: Visual Knowledge Mapping Analysis. International Journal of Advanced Smart Convergence, 10(4), 84–97.
  • Yoon, K., Kim, S.-K., Jeong, S. P., & Choi, J.-H. (2021). Interfacing cyber and physical worlds: Introduction to IEEE 2888 standards. 2021 IEEE International Conference on Intelligent Reality (ICIR), 49–50.
  • Belkhale, S., Li, R., Kahn, G., McAllister, R., Calandra, R., & Levine, S. (2021). Model-based meta-reinforcement learning for flight with suspended payloads. IEEE Robotics and Automation Letters, 6(2), 1471–1478.
  • Shih, J. C., Meier, F., & Rai, A. (2020). A framework for online updates to safe sets for uncertain dynamics. 2020 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS), 5994–6001.
  • Park, S.-M., & Kim, Y.-G. (2022). A Metaverse: Taxonomy, components, applications, and open challenges. Ieee Access, 10, 4209–4251.
  • Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206.
  • Lee, H., Woo, D., & Yu, S. (2022). Virtual Reality Metaverse System Supplementing Remote Education Methods: Based on Aircraft Maintenance Simulation. Applied Sciences, 12(5), 2667.
  • Tlili, A., Huang, R., Shehata, B., Liu, D., Zhao, J., Metwally, A. H. S., Wang, H., Denden, M., Bozkurt, A., Lee, L.-H., & others. (2022). Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis. Smart Learning Environments, 9(1), 1–31.
  • Brown, R., Habibi-Luevano, S., Robern, G., Wood, K., Perera, S., Uribe-Quevedo, A., Brown, C., Rizk, K., Genco, F., McKellar, J., & others. (2022). Employing Mozilla Hubs as an Alternative Tool for Student Outreach: A Design Challenge Use Case. Interactive Mobile Communication, Technologies and Learning, 213–22

Use of Metaverse Technology in Education Domain

Year 2023, Volume: 3 Issue: 1, 79 - 86, 30.06.2023
https://doi.org/10.57019/jmv.1223704

Abstract

Metaverse is the digital mirror of the physical world where users are connected as individual avatars. The purpose of the virtual surface where it should gather and mirror actual-time global statistics and also inquire for immersion is to link the physical and digital worlds. Users’ physical inputs may be used to train artificial intelligence (AI) systems to provide client users with highly customized offerings. This technology offers an appropriate answer in the sphere of education and training by using its process. By using Metaverse extended reality, education sector will be changed drastically. This study outlined the required principles and approaches for transforming the education sector utilizing the Metaverse. Qualitative method has been used for analyzing. In addition, ten key techniques based on Metaverse’s quality education standards have been outlined. This research will impact the whole education sector by visualizing contents, virtual campus, 3D simulation, and remote quality education which is accessible for all including underdeveloped countries. Additionally, the anticipated developments in the education industry have been highlighted. Finally, a model of classroom has been proposed using Mozilla Hubs platform, which can be used for group discussion, seminar, thesis meeting, presentation and many more which will bring changes to education system eventually. The main purpose of our research is to improve education sector using Metaverse by engaging more students from developing and under-developing countries, as well as providing more facilities and quality education.

References

  • Stephenson, N. (1994). Potpuni Raspad. Penguin.
  • The Sandbox - A decentralized gaming metaverse made by players. (2012). https://www.sandbox.game/en/.
  • Meier, C., Saorı́n, J., de León, A. B., & Cobos, A. G. (2020). Using the roblox video game engine for creating virtual tours and learning about the sculptural heritage. International Journal of Emerging Technologies in Learning (IJET), 15(20), 268–280.
  • Bick, A., Blandin, A., & Mertens, K. (2021). Work from home before and after the Covid-19 outbreak. Available at SSRN 3786142.
  • Watch Blockeley, UC Berkeley’s online Minecraft Commencement. (2020). In Berkeley News. https://news.berkeley.edu/2020/05/16/watch-blockeley-uc-berkeleys-online-minecraft-commencement/.
  • Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021). Metaverse for social good: A university campus prototype. Proceedings of the 29th ACM International Conference on Multimedia, 153–161.
  • El Saddik, A. (2018). Digital twins: The convergence of multimedia technologies. IEEE Multimedia, 25(2), 87–92.
  • Van der Merwe, D. (2021). The metaverse as virtual heterotopia. 3rd World Conference on Research in Social Sciences.
  • Park, S., Min, K., & Kim, S. (2021). Differences in learning motivation among Bartle’s player types and measures for the delivery of sustainable gameful experiences. Sustainability, 13(16), 9121.
  • Giraudy, E., Maas, P., Iyer, S., Almquist, Z., Schneider, J., & Dow, A. (2021). Measuring long-term displacement using Facebook data. IDMC Global Rep. Internal Displacement (GRID), Geneva, Switzerland, Tech. Rep.
  • Gray, J., Lerer, A., Bakhtin, A., & Brown, N. (2020). Human-level performance in no-press diplomacy via equilibrium search. ArXiv Preprint ArXiv:2010.02923.
  • Ha-Thuc, V., Wood, M., Liu, Y., & Sundaresan, J. (2021). From producer success to retention: A new role of search and recommendation systems on marketplaces. Proceedings of the 44th International ACM SIGIR Conference on Research and Development in Information Retrieval, 2629–2630.
  • Blackshear, S., Chalkias, K., Chatzigiannis, P., Faizullabhoy, R., Khaburzaniya, I., Kogias, E. K., Lind, J., Wong, D., & Zakian, T. (2021). Reactive key-loss protection in blockchains. International Conference on Financial Cryptography and Data Security, 431–450.
  • Conitzer, V., Kroer, C., Sodomka, E., & Stier-Moses, N. E. (2017). Multiplicative pacing equilibria in auction markets. ArXiv Preprint ArXiv:1706.07151.
  • Onaolapo, J., Leontiadis, N., Magka, D., & Stringhini, G. (2021). {SocialHEISTing}: Understanding Stolen Facebook Accounts. 30th USENIX Security Symposium (USENIX Security 21), 4115–4132.
  • Bailey, M., Farrell, P., Kuchler, T., & Stroebel, J. (2020). Social connectedness in urban areas. Journal of Urban Economics, 118, 103264.
  • Luria, M., & Foulds, N. (2021). Hashtag-forget: using social media ephemerality to support evolving identities. Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, 1–5.
  • Do, V., Atif, J., Lang, J., & Usunier, N. (2021). Online selection of diverse committees. ArXiv Preprint ArXiv:2105.09295.
  • Stamps, D. (2020). Race and media: A critical essay acknowledging the current state of race-related media effects research and directions for future exploration. Howard Journal of Communications, 31(2), 121–136.
  • Avadhanula, V., Colini Baldeschi, R., Leonardi, S., Sankararaman, K. A., & Schrijvers, O. (2021). Stochastic bandits for multi-platform budget optimization in online advertising. Proceedings of the Web Conference 2021, 2805–2817.
  • Sinha, D., Sankararaman, K. A., Kazerouni, A., & Avadhanula, V. (2021). Multi-armed bandits with cost subsidy. International Conference on Artificial Intelligence and Statistics, 3016–3024.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining" gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15.
  • Song, K., & Burton, L. (2018). Gamification in Learning and Education. Springer Nature, Cham, Switzerland.
  • Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21–31.
  • Eppmann, R., Bekk, M., & Klein, K. (2018). Gameful experience in gamification: Construction and validation of a gameful experience scale [GAMEX]. Journal of Interactive Marketing, 43, 98–115.
  • Mystakidis, S., Christopoulos, A., & Pellas, N. (2021). A systematic mapping review of augmented reality applications to support STEM learning in higher education. Education and Information Technologies, 1–45.
  • Logishetty, K., Rudran, B., & Cobb, J. P. (2019). Virtual reality training improves trainee performance in total hip arthroplasty: a randomized controlled trial. The Bone & Joint Journal, 101(12), 1585–1592.
  • Chan, P., Van Gerven, T., Dubois, J.-L., & Bernaerts, K. (2021). Virtual chemical laboratories: A systematic literature review of research, technologies and instructional design. Computers and Education Open, 2, 100053.
  • De la Peña, N., Weil, P., Llobera, J., Spanlang, B., Friedman, D., Sanchez-Vives, M. V., & Slater, M. (2010). Immersive journalism: Immersive virtual reality for the first-person experience of news. Presence, 19(4), 291–301.
  • Mozumder, M. A., Sheeraz, M., Athar, A., Aich, S., & Kim, H.-C. (2022, February). Overview: Technology Roadmap of the Future Trend of Metaverse based on IoT, Blockchain, AI Technique, and Medical Domain Metaverse Activity. https://doi.org/10.23919/ICACT53585.2022.9728808.
  • Xu, M., Ng, W. C., Lim, W. Y. B., Kang, J., Xiong, Z., Niyato, D., Yang, Q., Shen, X. S., & Miao, C. (2022). A full dive into realizing the edge-enabled metaverse: Visions, enabling technologies, and challenges. IEEE Communications Surveys & Tutorials.
  • Clemente-Suárez, V. J., Navarro-Jiménez, E., Moreno-Luna, L., Saavedra-Serrano, M. C., Jimenez, M., Simón, J. A., & Tornero-Aguilera, J. F. (2021). The impact of the COVID-19 pandemic on social, health, and economy. Sustainability, 13(11), 6314.
  • Matinmikko-Blue, M., Yrjölä, S., Ahokangas, P., Ojutkangas, K., & Rossi, E. (2021). 6G and the UN SDGs: Where is the Connection? Wireless Personal Communications, 121(2), 1339–1360.
  • Ranaweera, P., Liyanage, M., & Jurcut, A. D. (2020). Novel MEC based approaches for smart hospitals to combat COVID-19 pandemic. IEEE Consumer Electronics Magazine, 10(2), 80–91.
  • Gadekallu, T. R., Huynh-The, T., Wang, W., Yenduri, G., Ranaweera, P., Pham, Q.-V., da Costa, D. B., & Liyanage, M. (2022). Blockchain for the Metaverse: A Review. ArXiv Preprint ArXiv:2203.09738.
  • Nadini, M., Alessandretti, L., Di Giacinto, F., Martino, M., Aiello, L. M., & Baronchelli, A. (2021). Mapping the NFT revolution: market trends, trade networks, and visual features. Scientific Reports, 11(1), 1–11.
  • Xu, H., Li, Z., Li, Z., Zhang, X., Sun, Y., & Zhang, L. (2022). Metaverse Native Communication: A Blockchain and Spectrum Prospective. ArXiv Preprint ArXiv:2203.08355.
  • Jiang, Y., Kang, J., Niyato, D., Ge, X., Xiong, Z., & Miao, C. (2021). Reliable coded distributed computing for metaverse services: Coalition formation and incentive mechanism design. ArXiv Preprint ArXiv:2111.10548.
  • Jeon, H., Youn, H., Ko, S., & Kim, T. (2022). Blockchain and AI Meet in the Metaverse. Advances in the Convergence of Blockchain and Artificial Intelligence, 73.
  • Kiong, L. V. (2022). Metaverse Made Easy: A Beginner’s Guide to the Metaverse: Everything you need to know about Metaverse, NFT and GameFi. Liew Voon Kiong.
  • Gligor, D. M., Pillai, K. G., & Golgeci, I. (2021). Theorizing the dark side of business-to-business relationships in the era of AI, big data, and blockchain. Journal of Business Research, 133, 79–88.
  • Ramu, S. P., Boopalan, P., Pham, Q.-V., Maddikunta, P. K. R., Huynh-The, T., Alazab, M., Nguyen, T. T., & Gadekallu, T. R. (2022). Federated learning enabled digital twins for smart cities: Concepts, recent advances, and future directions. Sustainable Cities and Society, 79, 103663.
  • Chen, Q., & Lee, S.-J. (2021). Research Status and Trend of Digital Twin: Visual Knowledge Mapping Analysis. International Journal of Advanced Smart Convergence, 10(4), 84–97.
  • Yoon, K., Kim, S.-K., Jeong, S. P., & Choi, J.-H. (2021). Interfacing cyber and physical worlds: Introduction to IEEE 2888 standards. 2021 IEEE International Conference on Intelligent Reality (ICIR), 49–50.
  • Belkhale, S., Li, R., Kahn, G., McAllister, R., Calandra, R., & Levine, S. (2021). Model-based meta-reinforcement learning for flight with suspended payloads. IEEE Robotics and Automation Letters, 6(2), 1471–1478.
  • Shih, J. C., Meier, F., & Rai, A. (2020). A framework for online updates to safe sets for uncertain dynamics. 2020 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS), 5994–6001.
  • Park, S.-M., & Kim, Y.-G. (2022). A Metaverse: Taxonomy, components, applications, and open challenges. Ieee Access, 10, 4209–4251.
  • Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206.
  • Lee, H., Woo, D., & Yu, S. (2022). Virtual Reality Metaverse System Supplementing Remote Education Methods: Based on Aircraft Maintenance Simulation. Applied Sciences, 12(5), 2667.
  • Tlili, A., Huang, R., Shehata, B., Liu, D., Zhao, J., Metwally, A. H. S., Wang, H., Denden, M., Bozkurt, A., Lee, L.-H., & others. (2022). Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis. Smart Learning Environments, 9(1), 1–31.
  • Brown, R., Habibi-Luevano, S., Robern, G., Wood, K., Perera, S., Uribe-Quevedo, A., Brown, C., Rizk, K., Genco, F., McKellar, J., & others. (2022). Employing Mozilla Hubs as an Alternative Tool for Student Outreach: A Design Challenge Use Case. Interactive Mobile Communication, Technologies and Learning, 213–22
There are 51 citations in total.

Details

Primary Language English
Subjects Computer Software
Journal Section Research Articles
Authors

Khandaker Raiyan Rahman 0000-0001-7175-4238

Sholaiman Khan Shitol 0000-0002-9973-7904

Md Sohidul Islam 0000-0002-7006-9607

Kh. Tanveer Iftekhar 0000-0002-3273-9980

Pranto Saha 0000-0002-2540-3362

Early Pub Date March 5, 2023
Publication Date June 30, 2023
Submission Date January 6, 2023
Published in Issue Year 2023 Volume: 3 Issue: 1

Cite

APA Rahman, K. R., Shitol, S. K., Islam, M. S., Iftekhar, K. T., et al. (2023). Use of Metaverse Technology in Education Domain. Journal of Metaverse, 3(1), 79-86. https://doi.org/10.57019/jmv.1223704

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