بررسی کاربرد متاورس در حوزه آموزش در دانشگاه ‏ها

نوع مقاله : مقاله علمی - پژوهشی

نویسندگان

1 عضو هیات علمی دانشکده مهندسی راه آهن دانشگاه علم و صنعت ایران

2 دانشجوی کارشناسی ارشد کارآفرینی دانشگاه تهران

چکیده
 این مقاله به بررسی کاربرد متاورس در زمینه آموزش عالی می‏پردازد. متاورس به دنیای واقعیت مجازی اشاره می‏کند که در آن کاربران قادرند به کمک تصاویر سه‏ بعدی با سایر کاربران ارتباط برقرار کنند، همچنین به بررسی مزایا و چالش‏های بالقوه ادغام متاورس در محیط ‏های دانشگاهی پرداخته می‏ شود و انواع متاورس از جمله واقعیت افزوده، لایف لاگینگ، دنیای آینه‏ای و واقعیت مجازی و کاربردهای آنها مورد بحث قرار می‏گیرد. مزایای استفاده از متاورس در آموزش عالی، فرصت‏ های جدیدی برای ارتباطات اجتماعی ارائه می‏کند، خلاقیت را ارتقا می‏ دهد و تجربیات یادگیری جدید از طریق مجازی ‏سازی ارائه می‏کند. با این‏ حال، این تحقیق محدودیت‏هایی مانند اشکالات احتمالی در ارتباطات اجتماعی، نگرانی‏های مربوط به حریم خصوصی و چالش ادغام تجربیات متاورس با دنیای واقعی ارائه می‏دهد. برای پیاده ‏سازی متاورس در محیط ‏های آموزشی، اساتید می ‏بایست درک دانشجویان از متاورس را تجزیه ‏و تحلیل کنند و پلتفرم‏ هایی توسعه دهند که امنیت داده‏ها را در اولویت قرار دهد. در نتیجه، متاورس با ارائه محیط مجازی منحصربه ‏فرد برای یادگیری، امکاناتی برای تغییر آموزش عالی ارائه می‏دهد. البته، بررسی دقیق مزایا و محدودیت‏های آن برای ادغام موفقیت ‏آمیز در برنامه‏ های درسی ضروری است.

کلیدواژه‌ها

موضوعات

عنوان مقاله English

INVESTIGATING THE USE OF METAVERSE IN THE FIELD OF EDUCATION IN UNIVERSITIES

نویسندگان English

Reza Mohammad Hasany 1
Hoora Hamedi 2
1 Faculty of railway engineering, IUST
2 Master's student of entrepreneurship, University of Tehran
چکیده English

This paper discusses the application of Metameres in the field of higher education. Metaverse refers to a virtual reality world where users can interact with others using three-dimensional images. It also examines the potential benefits and challenges of integrating Metaverse into academic environments, discussing various types of Metaverse such as augmented reality, lifelogging, mirror world, virtual reality, and their applications. The advantages of using Metaverse in higher education provide new opportunities for social interactions, enhance creativity, and offer new learning experiences through virtualization. However, this research presents limitations such as potential issues in social interactions, concerns about privacy, and the challenge of integrating Metaverse experiences with the real world. To implement Metaverse in educational environments, instructors should analyze students’ understanding of Metaverse and develop platforms that prioritize data security. As a result, Metaverse provides a unique virtual environment for learning, offering facilities for higher educational transformation. It should be noted that a thorough examination of Metaverse advantages and limitations for successful integration into educational programs is essential.

کلیدواژه‌ها English

Metaverse
higher education
virtual reality
augmented reality
educational programs
Akour, I. A., Al-Maroof, R. S., Alfaisal, R., & Salloum, S. A. (2002). A conceptual framework for determining metaverse adoption in higher institutions of gulf area: An empirical study using hybrid SEM-ANN approach. Computers and Education: Artificial Intelligence, 3, 100052.
Almarzouqi, A., Aburayya, A., & Salloum, S. A. (2022). Prediction of user’s intention to use metaverse system in medical education: A hybrid SEM-ML learning approach. IEEE Access, 10, 43421-43434.
Choe, H., & Lee, S. (2023). Which English to Teach?: A target variety as perceived by Korean EFL teachers. English Today, 1-6.
Chua, H. W., & Yu, Z. (2023). A systematic literature review of the acceptability of the use of metaverse in education over 16 years. Journal of Computers in Education, 1-51.
Classiting. (2021). Artificial intelligence analysis screen for all subjects and distribution table of achievement change by unit [Internet].  Retrieved from https://www.classting.ai
Contreras, G. S., González, A. H., Fernández, M. I. S., Cepa, C. B. M., & Escobar, J. C. Z. (2022). The importance of the application of the metaverse in education. Modern Applied Science, 16(3), 34. doi:10.5539/mas.v16n3p34
Corp, R. Roblox [Internet]. Retrieved from www.roblox.com.
Corp, R. Roblox [Internet]. Retrieved from https://www.roblox.com
Corp, S. Zepeto [Internet]. Seongnam: Snow Corp. Retrieved from https://zepeto.me/
Friesen, N. 2017. The textbook and the lecture: Education in the age of new media: JHU Press.
Georgiou, Y., Tsivitanidou, O., & Ioannou, A. (2021). Learning experience design with immersive virtual reality in physics education. Educational Technology Research and Development, 69(6), 3051-3080.
Go, S. Y., Jeong, H. G., Kim, J. I., & Sin, Y. T. (2021). Concept and developmental direction of metaverse. Korea Inf Process Soc Rev, 28, 7-16.
Han, H.-W. (2008). A study on typology of virtual world and its development in metaverse. Journal of Digital Contents Society, 9(2), 317-323.
Han, S., & Lim, C. I. (2020). Research trends on augmented reality education in Korea from 2008 to 2019. Journal of Educational Technology, 36(3), 505-528.
Hwang, G.-J., Tu, Y.-F., & Chu, H.-C. (2023). Conceptions of the metaverse in higher education: A draw-a-picture analysis and surveys to investigate the perceptions of students with different motivation levels. Computers & Education, 203, 104868. 
Jung, E. J., & Kim, N. H. (2021). Virtual and augmented reality for vocational education: a review of major Issues. J Educ Inf Media, 27(27), 79-109.
Kanematsu, H., Fukumura, Y., Barry, D. M., Sohn, S. Y., & Taguchi, R. (2010). Multilingual discussion in metaverse among students from the USA, Korea and Japan.
Kim, S. 2020. Metaverse: digital world, world of emerging items. Hwaseong: PlanB Design, 376.
Kye, B., Han, N., Kim, E., Park, Y., & Jo, S. (2021). Educational applications of metaverse: possibilities and limitations. Journal of Educational Evaluation for Health Professions, 18.
Lee, S. Log in Metaverse: revolution of human× space× time (IS-115)[Internet]. Seongnam: Software Policy & Research Institute; (2021) [cited 2021 Nov 29].
Lee S, H. S. Metaverse begins: five issues and perspectives (IS-116) [Internet].  Retrieved from https://spri.kr/posts/view/23197?code=issue_reports.
Lehikko, A. (2021). Measuring self-efficacy in immersive virtual learning environments: a systematic literature review. Journal of Interactive Learning Research, 32(2), 125-146.
Lin, H., Wan, S., Gan, W., Chen, J., & Chao, H.-C. (2022). Metaverse in education: Vision, Opportunities, and Challenges. doi:10.48550/arxiv.2211.14951.
Long, R. U. (2019). Roblox and effect on education. Springfield (MO): Drury University.
Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329.
Mohan, V. (2019). On the use of blockchain-based mechanisms to tackle academic misconduct. Research Policy, 48(9), 103805.
Noguchi, F., Guevara, J. R., & Yorozu, R. (2015). Communities in Action: Lifelong learning for sustainable development: ERIC.
Paik, W., Lee, J. Y., & McMahon, E. (2004). Facilitating collaborative learning in virtual (and sometimes mobile) environments.
Park, M. S. Seoul National University Bundang Hospital, development of AR technology-based spine surgery platform. Etoday [Internet]. (2021) Jan 11 [cited 2021 Nov 29].
Parong, J., & Mayer, R. E. (2021). Cognitive and affective processes for learning science in immersive virtual reality. Journal of Computer Assisted Learning, 37(1), 226-241.
Pino-Yancovic, M., Gonzalez Parrao, C., Ahumada, L., & Gonzalez, A. (2020). Promoting collaboration in a competitive context: school improvement networks in Chile. Journal of educational administration, 58(2), 208-226. doi:10.1108/JEA-11-2018-0213.
Sharples, M., & Domingue, J. (2016). The blockchain and kudos: A distributed system for educational record, reputation and reward.
Singh, M. (2015). Global perspectives on recognising non-formal and informal learning: Why recognition matters: Springer Nature.
Smart, J., Cascio, J., & Paffendorf, J. (2007). Metaverse roadmap: pathway to the 3D web [Internet]. Ann Arbor (MI): Acceleration Studies Foundation.
Starichenko, B. E. (2015). Professional standards and ICT teacher competency. Teacher Education in Russia, 7, 6-15. Starichenko, B. E., Slepukhin, A. V., & Sardak, L. V. (2015). On interaction of educational environments of different levels. Mediterranean Journal of Social Sciences, 6(5 S4), 486.
Thompson, M., Uz-Bilgin, C., Tutwiler, M. S., Anteneh, M., Meija, J. C., Wang, A., . . . Perry, J. (2021). Immersion positively affects learning in virtual reality games compared to equally interactive 2d games. Information and Learning Sciences, 122(7/8), 442-463.
Yavich, R., & Starichenko, B. (2017). Design of education methods in a virtual environment. Journal of Education and Training Studies, 5(9), 176-186.

  • تاریخ دریافت 19 مهر 1402
  • تاریخ بازنگری 26 اسفند 1402
  • تاریخ پذیرش 27 اسفند 1402
  • تاریخ اولین انتشار 27 اسفند 1402
  • تاریخ انتشار 31 خرداد 1403