Metaverse-Based Learning in the Digital Era

Authors

  • Heni Jusuf Universitas Nasional
  • Lucia Sri Istiyowati Perbanas Institute
  • Muh Fauzi Universitas Pradita
  • Maria Magdalena Universitas Pradita
  • R. Eko Indrajit Universitas Pradita

DOI:

https://doi.org/10.21009/jtp.v25i3.35071

Keywords:

metaverse, virtual education, metaverse in education, Avatar, Dick and Carey model

Abstract

Digital disruption in the world of education refers to the impact of technology on traditional education systems and models, where the current education system is felt to need to be adjusted to the progress of the times and the needs of students. The business model of education in this digital era requires the innovation and creativity of teachers.  After the Covid 19 pandemic, in addition to providing challenges in the world of education, it also provides an opportunity where students and educators are accustomed to online learning applications, teleconference applications, or collaboration applications that were previously not or rarely used by the world of Education.  Many apps have been created to make online learning easier. Metaverse has been around since 2010, but due to the pandemic, the use of metaverse in learning is again being used with the development of Virtual reality, extended reality, and augmented reality technology. These three technologies can display a virtual environment just like the original environment. The method used to design metaverse-based learning is to use the ADDIE research and development model while learning development follows the stages of the Dick and Carey model. The results of field trials using survey methods and experiments on 20 junior high school students for one semester using the metaverse, resulted in a score of 4.82 with the conclusion of excellent learning material, students felt very happy, motivated to complete tasks, and always followed the learning stages designed in the form of games. Implementing the metaverse in learning can increase student engagement, creativity, technology skills, collaboration, and interaction as well as improve learning experiences that are more fun and engaging.

References

Almahasees, Z., Mohsen, K., & Amin, M. O. (2021a). Faculty’s and Students’ Perceptions of Online Learning During COVID-19. Frontiers in Education, 6(May). https://doi.org/10.3389/feduc.2021.638470
Almahasees, Z., Mohsen, K., & Amin, M. O. (2021b). Faculty’s and Students’ Perceptions of Online Learning During COVID-19. Frontiers in Education, 6(May), 1–10. https://doi.org/10.3389/feduc.2021.638470
Amanda, C., Michelle, J., Onggirawan, C. A., & Gunawan, A. A. S. (2023). ScienceDirect ScienceDirect Systematic literature review : The adaptation of distance learning Systematic literature review : The adaptation of distance learning process during the COVID-19 pandemic using virtual educational process during the COVID-19 pa. Procedia Computer Science, 216(2022), 274–283. https://doi.org/10.1016/j.procs.2022.12.137
Dwivedi, Y. K., Hughes, L., Baabdullah, A. M., Ribeiro-Navarrete, S., Giannakis, M., Al-Debei, M. M., Dennehy, D., Metri, B., Buhalis, D., Cheung, C. M. K., Conboy, K., Doyle, R., Dubey, R., Dutot, V., Felix, R., Goyal, D. P., Gustafsson, A., Hinsch, C., Jebabli, I., … Wamba, S. F. (2022). Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy. International Journal of Information Management, 66(July), 102542. https://doi.org/10.1016/j.ijinfomgt.2022.102542
Dwivedi, Y. K., Hughes, L., Wang, Y., Alalwan, A. A., Ahn, S. J. (Grace), Balakrishnan, J., Barta, S., Belk, R., Buhalis, D., Dutot, V., Felix, R., Filieri, R., Flavián, C., Gustafsson, A., Hinsch, C., Hollensen, S., Jain, V., Kim, J., Krishen, A. S., … Wirtz, J. (2022). Metaverse marketing: How the metaverse will shape the future of consumer research and practice. Psychology & Marketing, November. https://doi.org/10.1002/mar.21767
Heng, K. (2021). Online learning during COVID-19: Key challenges and suggestions to enhance effectiveness. Cambodian Education Research Journal, 1(1), 1–20. https://www.researchgate.net/publication/346719308_Online_learning_during_COVID-19_Key_challenges_and_suggestions_to_enhance_effectiveness
Hokanson, B., Gibbons, A., Thinking, D., & Process, D. (2014). Design in Educational Technology. In Design in Educational Technology. https://doi.org/10.1007/978-3-319-00927-8
Hutchison, D., & Mitchell, J. C. (2013). Hybrid Learning and Continuing Education (Vol. 8038). https://doi.org/10.1007/978-3-642-39750-9
Jovanović, A., & Milosavljević, A. (2022). VORtex Metaverse Platform for gamified collaboration learning. Electronics (Switzerland), 11(3).
Jusuf, H., Azimah, A., & Firdaus, R. (2017). E-learning for facilitating learning. 2016 International Conference on Informatics and Computing, ICIC 2016. https://doi.org/10.1109/IAC.2016.7905695
Jusuf, H., Nurdin Ibrahim, & Atwi Suparman. (2021). Development of Virtual Learning Environment Using Canvas To Facilitate Online Learning. JTP - Jurnal Teknologi Pendidikan, 23(2), 153–168. https://doi.org/10.21009/jtp.v23i2.22240
Khaerudin. (2011). Model Pembelajaran Blended Learning Berbasis Pendekatan Konstruktivistik pada matakuliah Evaluasi Hasil Belajar. Teknologi Pendidikan, 13(2), 114–124.
Kim, J. (2021). Advertising in the Metaverse: Research Agenda. Journal of Interactive Advertising, 21(3), 141–144. https://doi.org/10.1080/15252019.2021.2001273
Kraus, S., Kanbach, D. K., Krysta, P. M., Steinhoff, M. M., & Tomini, N. (2022). Facebook and the creation of the metaverse: radical business model innovation or incremental transformation? International Journal of Entrepreneurial Behaviour and Research, 28(9), 52–77. https://doi.org/10.1108/IJEBR-12-2021-0984
Lee, H. J., & Hwang, Y. (2022). Technology-Enhanced Education through VR-Making and Metaverse-Linking to Foster Teacher Readiness and Sustainable Learning. Sustainability (Switzerland), 14(8), 4786. https://doi.org/10.3390/su14084786
Loon, M. (2017). Designing and developing digital and blended learning solutions. Kogan Page. https://books.google.nl/books?id=u141DwAAQBAJ&pg=PA29&lpg=PA29&dq=digital+technology+for+intuition+learning&source=bl&ots=UJzk2kDjRe&sig=OBakhXG1s-JQB3E6NbyN-QKyUIA&hl=nl&sa=X&ved=0ahUKEwil7MjmrqPZAhVaGsAKHTCIBtMQ6AEIZTAK#v=onepage&q=digital technology fo
Park, S., & Kim, S. (2022). Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse. Sustainability, 14(3), 1361. https://doi.org/10.3390/su14031361
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. https://doi.org/10.3390/su13169121
Shen, B., Tan, W., Guo, J., Zhao, L., & Qin, P. (2021). How to Promote User Purchase in Metaverse? A Systematic Literature Review on Consumer Behavior Research and Virtual Commerce Application Design. Applied Sciences, 11(23), 11087. https://doi.org/10.3390/app112311087
Shin, D. (2022). The actualization of meta affordances: Conceptualizing affordance actualization in the metaverse games. Computers in Human Behavior, 133(October 2021), 107292. https://doi.org/10.1016/j.chb.2022.107292
Smart, J., Cascio, J., & Paffendorf, J. (2007). Metaverse Roadmap: Pathways to the 3D Web. Metaverse: A Cross-Industry Public Foresight Project. http://scholar.google.com/scholar?hl=en&btnG=Search&q=intitle:Metaverse+Roadmap:+Pathways+to+the+3D+Web#0%5Cnhttp://scholar.google.com/scholar?hl=en&btnG=Search&q=intitle:Metaverse+roadmap:+Pathways+to+the+3D+web#0%5Cnhttp://metaverseroadmap.org/
Snell, L., Son, D., & Onishi, H. (2018). Instructional Design. In Understanding Medical Education. https://doi.org/10.1002/9781119373780.ch6
Tlili, A., Huang, R., Shehata, B., Liu, D., Zhao, J., Metwally, A. H. S., Wang, H., Denden, M., Bozkurt, A., Lee, L. H., Beyoglu, D., Altinay, F., Sharma, R. C., Altinay, Z., Li, Z., Liu, J., Ahmad, F., Hu, Y., Salha, S., … Burgos, D. (2022). Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis. Smart Learning Environments, 9(1). https://doi.org/10.1186/s40561-022-00205-x
Wang, M., Yu, H., Bell, Z., & Chu, X. (2022). Constructing an Edu-Metaverse Ecosystem: A New and Innovative Framework. IEEE Transactions on Learning Technologies, 15(6), 685–696. https://doi.org/10.1109/TLT.2022.3210828
Widjoyoko, E. P., & Qudsy, S. Z. (2009). Evaluasi Program Pembelajaran Panduan Praktis bagi Pendidik dan Calon Didik (X). Pustaka Pelajar.
Zhang, X., Chen, Y., Hu, L., & Wang, Y. (2022). The metaverse in education: Definition, framework, features, potential applications, challenges, and future research topics. Frontiers in Psychology, 13(October), 1–18. https://doi.org/10.3389/fpsyg.2022.1016300

Downloads

Published

2023-12-27

How to Cite

Jusuf, H., Lucia Sri Istiyowati, Muh Fauzi, Maria Magdalena, & R. Eko Indrajit. (2023). Metaverse-Based Learning in the Digital Era. JTP - Jurnal Teknologi Pendidikan, 25(3), 334–346. https://doi.org/10.21009/jtp.v25i3.35071