The Future of Learning: Metaverse, AR, and VR
The aim of the special issue on Metaverse, AR, and VR use in education will be to explore and examine the potential impact and current state of these technologies in the field of education. The purpose is to:
- Review the current landscape of the Metaverse, AR, and VR use in education, including their capabilities, limitations, and challenges.
- Provide insights into the ways in which these technologies are being used for teaching and learning, both in formal and informal settings.
- Discuss the pedagogical implications of using the Metaverse, AR, and VR in education, including the design of educational experiences and the assessment of learning outcomes.
- Highlight best practices and case studies of successful Metaverse, AR, and VR implementations in education.
- Explore the ethical and social implications of the Metaverse, AR, and VR use in education, including privacy, security, and accessibility.
These will be met through the selection of high-quality, original research papers, articles and case studies that address the key themes and questions in the field of Metaverse, AR, and VR use in education.
The special issue will make a new contribution by bringing together the latest research, knowledge, and practical experiences from the field of Metaverse, AR, and VR use in education. This will provide a comprehensive and up-to-date overview of the state-of-the-art in the field and highlight new developments, challenges, and opportunities.
One potential area of new contribution will be in the examination of the ways in which Metaverse, AR, and VR technologies can be integrated into different domains of education, such as K-12 education, higher education, professional development, and informal learning. This can provide insights into the potential benefits and limitations of these technologies in different educational contexts.
Another area of new contribution will be in the exploration of the design principles and best practices for creating effective and engaging educational experiences using Metaverse, AR, and VR. This can include an examination of the pedagogical and technological considerations involved in designing educational content and experiences, as well as the methods used to evaluate the effectiveness of these experiences.
Finally, the special issue will make a new contribution by considering the ethical and social implications of the Metaverse, AR, and VR use in education. This can include a discussion of the need for accessibility, privacy, and security in educational Metaverse, AR, and VR environments, as well as the ways in which these technologies can be used to promote social inclusion and equity in education.
The need for the special issue on Metaverse, AR, and VR use in education is supported by a growing body of literature, events, and societal implications in the field. It is also worth noting that Metaverse, AR and VR are novel technologies, which are recently used in education. Below are some examples:
- Literature: Over the past decade, there has been a growing interest in the potential of Metaverse, AR, and VR technologies for education. This has resulted in a significant increase in the number of research articles, conference proceedings, and books dedicated to this topic. The special issue would provide a platform to bring together and synthesise the latest research and knowledge in this field.
- Events: The use of Metaverse, AR, and VR technologies in education has also been a popular topic at various conferences and events. A special issue on this topic would provide a valuable resource for the participants of these events and other interested stakeholders.
- Societal implications: The use of Metaverse, AR, and VR technologies in education has the potential to transform the way we teach and learn. These technologies can provide new and immersive educational experiences that can engage and motivate learners, promote social and cultural awareness, and support accessibility and inclusivity. However, there are also concerns about the potential ethical and social implications of using these technologies in education, such as privacy, security, and accessibility. The special issue would provide a valuable opportunity to consider these implications and discuss how to ensure that these technologies are used in a responsible and ethical manner.
- Citations: There have been numerous studies and articles that have reported on the effectiveness of Metaverse, AR, and VR use in education. For example, recent studies have shown that using these technologies can improve learning outcomes, increase student engagement, and promote higher-level thinking skills. The special issue would provide a platform to showcase these findings and highlight the best practices and evidence-based approaches to using Metaverse, AR, and VR in education.
Meltem Huri Baturay
World Metaverse Council, Industry Associate UCL Blockchain Centre
Submissions are made using ScholarOne Manuscripts. Author guidelines must be strictly followed.
Authors should select (from the drop-down menu) the special issue title at the appropriate step in the submission process, i.e. in response to “Please select the issue you are submitting to”.
Submitted articles must not have been previously published, nor should they be under consideration for publication anywhere else, while under review for this journal.
Click here for Author Guidelines
Open: 14th of April, 2023
Close: 8th of August, 2023