Metaverse classrooms: Mixed reality in education
Metaverse classrooms: Mixed reality in education
Metaverse classrooms: Mixed reality in education
- Author:
- August 8, 2023
Insight highlights
Using gaming platforms in the classroom can help to make lessons more interactive and engaging, potentially leading to increased student engagement, improved collaboration, and problem-solving skills. However, the challenge will be to convince educators and parents that it can be used safely and responsibly. While there are implications such as cost savings, increased social interaction, and innovation in teaching methodologies, privacy and security concerns need to be addressed to ensure students' data is protected.
Metaverse classrooms and training programs context
Game developers have predominantly used the metaverse to provide more immersive and interactive experiences. One of the largest online gaming platforms is Roblox, which aims to expand into education to reach 100 million students worldwide by 2030. According to the company's Head of Education, using its gaming platform in the classroom can help lessons become more interactive and engaging.
Expanding into K-12 education is a significant challenge for Roblox. Historically, online worlds that consumers have loved have failed to live up to expectations when used for educational purposes. For example, Second Life, which had 1.1 million monthly active users in 2007, disappointed educators when it was used in the classroom. Similarly, virtual reality (VR) gear like Oculus Rift, which Facebook bought for USD $2 billion in 2014, was also touted as a way to immerse students in shared online experiences. However, these promises have not yet been fulfilled.
Despite these setbacks, education researchers remain optimistic that gaming communities can help bring about new investments in education modernization. The potential benefits of using gaming in the classroom include increased student engagement, improved collaboration, and the development of problem-solving skills. The challenge for Roblox will be to convince educators and parents that it can be used safely and responsibly.
Disruptive impact
As augmented and virtual reality (AR/VR) technology matures, universities and research institutions may adopt their use as tools for courses, particularly in science and technology. For example, VR simulations can allow students to conduct experiments in a safe and controlled environment. Additionally, AR/VR can facilitate remote learning, allowing students to access lectures and coursework from anywhere.
Preschool and elementary schools may also use VR/AR to introduce concepts through gamification. For example, a VR/AR experience could allow students to explore a prehistoric landscape or go on a safari to learn about animals—and in the process, the more questions answered or virtual experiences collected can garner higher points for in-class privileges. This approach can help to make learning more fun and engaging for younger students and lay the foundation for a lifelong love of learning.
As a cultural benefit, these VR/AR platforms may help transport students into different cultures, historical eras, and geographies, promoting enhanced diversity and exposure to different cultures. Students can even experience what it is like to live as people from different races and cultures in different parts of the world, across history. By experiencing global cultures in an immersive way, students can gain empathy and understanding, which can be valuable skills in an increasingly globalized world.
However, additional legislation may be needed to further enforce the privacy rights of students while using mixed reality devices in the classroom. It is essential to ensure that students are not subject to undue surveillance or monitoring. Constant data gathering and tracking is already an emerging issue in head-mounted devices, which can use this information to push advertisements and tailored messaging without the users' consent.
Implications of metaverse classrooms and training programs
Wider implications of metaverse classrooms and training programs may include:
- Increased social interaction between students, as they are able to collaborate and learn together in diverse virtual spaces.
- A more cost-effective way of delivering education, as it eliminates the need for physical classrooms and infrastructure. This trend could lead to significant cost savings for schools and universities, resulting in lower tuition fees. However, such advantages may only be available to students that live in cities and regions with developed telecommunications infrastructure.
- Governments being able to reach more students in remote or underserved areas, helping to reduce inequalities in education and promote greater social mobility.
- The metaverse being particularly beneficial for students with disabilities or mobility issues, as it would allow them to participate in virtual classrooms without the physical limitations they might face in traditional classrooms.
- The development and deployment of advanced VR technologies, driving innovation in extended reality, machine learning, and artificial intelligence.
- Privacy concerns, as students would be sharing personal data and information with virtual platforms. The metaverse could also present security risks, as virtual classrooms could be vulnerable to cyberattacks and other digital threats.
- The development of new pedagogical approaches and a greater focus on learner-centered education.
Questions to consider
- If you're still studying, how can AR/VR enhance your learning experience?
- How can schools ethically implement the metaverse in classrooms?
Insight references
The following popular and institutional links were referenced for this insight: