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2024 | OriginalPaper | Buchkapitel

3. Education in the Metaverse

verfasst von : Cynthia Calongne, Andrew G. Stricker

Erschienen in: Application of the Metaverse in Education

Verlag: Springer Nature Singapore

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Abstract

The next education frontier is the Metaverse where learners use design thinking in learning simulations and can receive feedback from artificial intelligence (AI) chatbots that feel authentic and responsive to their needs. The chapter defines the relationship between the virtual classroom, the importance of identity and shared presence, and how students learn using design thinking. The goals summarize the resources available to educators who wish to teach in 3D spaces, how design thinking strengthened the design of class simulations to support 58 classes and 800 8th-grade students as they studied in a virtual world. The chapter closes with the results, findings, and observations about the resources, strengths, and challenges experienced when teaching and learning in the Metaverse.

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Glossar
Appreciative Inquiry
seeks to identify the successful outcomes and leverage them to build upon success. Discover the best practices and focus on their use.
Avatar
the 3D representation of a learner or an educator in the Metaverse. The physical identity of a person in a virtual world.
Design Thinking
focuses on investigating and applying the course concepts through the creation of a class project that illustrates problem-solving skills, models ideas, and expresses reflective and action-oriented outcomes. It builds on curriculum strategies and engagement for collaboration with a meta-awareness of how to practice and measure the goals expressed in the design rubrics.
Embodiment
the sense of self within a 3D digital space and how the awareness of self and others impacts the sense of presence and learning in situated spaces.
Engagement
how learners interact with educators and their classmates through their avatars as they share ideas and create projects using design thinking.
Metaverse
an expansive set of computer-generated digital spaces in the 3D Web comprised of virtual worlds, 3D immersive spaces, and 3D game environments.
Presence
the experience of self and awareness of others in the virtual world, based on interaction and communication with individuals, an exchange of ideas with students, shared perspectives with other avatars, groups, institutions or within the virtual world. Presence builds upon Otto Scharmer’s (2000) research at MIT’s Presencing Institute.
Virtual World
a simulated space located on the 3D Web in a commercial world or in an opensource grid that provides interaction with the simulator and the server’s perspective. The virtual world is comprised of regions and the resident-created 3D content that exists on them.
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Metadaten
Titel
Education in the Metaverse
verfasst von
Cynthia Calongne
Andrew G. Stricker
Copyright-Jahr
2024
Verlag
Springer Nature Singapore
DOI
https://doi.org/10.1007/978-981-97-1298-4_3

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