MetaClassroom: Towards a Metaverse-Based 3D Educational Platform
Abstract
The use of immersive virtual environments in education has been researched to improve distance learning. The application of the metaverse, recreating the real world with 3D avatars, offers immersive and interactive learning experiences. This study presents MetaclassRoom, a 3D virtual environment with a classroom, auditorium, and gamification, where students can customize avatars and interact with learning objects. A preliminary usability test with eight participants, using the System Usability Scale, indicated positive usability and satisfaction, despite some challenges to be resolved. A survey conducted with students of pilot courses in Android and iOS development also confirmed its potential. These results suggest that MetaclassRoom can evolve as a promising tool, capable of providing an immersive learning experience that engages and motivates students during learning activities.
Keywords:
Metaverse, Immersive learning, Distance education
References
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Schlemmer, E., Trein, D., and Oliveira, C. (2008). Metaverso: a telepresença em mundos digitais virtuais 3d por meio do uso de avatares. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE), volume 1, pages 441–450.
Tori, R. (2023). Metaversos na educação: conceitos e possibilidades. Video Journal of Social and Human Research, pages 53–66.
Chen, X., Zou, D., Xie, H., andWang, F. L. (2023). Metaverse in education: contributors, cooperations, and research themes. IEEE Transactions on Learning Technologies.
Damasceno, A., Soares, P., Santos, I., Souza, J., and Oliveira, F. (2023). Assistive technology for distance education in metaverse-based environment: A rapid review. Anais do XXXIV Simpósio Brasileiro de Informática na Educação, pages 693–706.
Damasceno, A. R., Silva, L. C., Barros, E. M., and Oliveira, F. C. (2024). Metaverse4deaf: Assistive technology for inclusion of people with hearing impairment in distance education through a metaverse-based environment. In CSEDU (1), pages 510–517.
Jovanovic, A. and Milosavljevic, A. (2022). Vortex metaverse platform for gamified collaborative learning. Electronics, 11(3):317.
Kochhann, A., Lemos, I. M. P., de Lima, J. D. N., de Oliveira, R. R., and da Silva, W. B. (2023). Metaverso na educação: uma análise conceitual e crítica. Peer Review, 5(21):211–235.
Martins, A. I., Rosa, A. F., Queiros, A., Silva, A., and Rocha, N. P. (2015). European portuguese validation of the system usability scale (sus). Procedia computer science, 67:293–300.
Nascimento, M., Muniz, P., Silva, L., Soares, E., Queiroz, B., Lima, R., and Lima, N. (2019). Plataforma de aprendizado acessível da dell (dell accessible learning) uma plataforma de ensino a distância acessível para todos. In Anais dos Workshops do Congresso Brasileiro de Informática na Educação, volume 8, page 1148.
Pentangelo, V., Di Dario, D., Lambiase, S., Ferrucci, F., Gravino, C., and Palomba, F. (2024). Senem: A software engineering-enabled educational metaverse. Information and Software Technology, page 107512.
Schlemmer, E., Trein, D., and Oliveira, C. (2008). Metaverso: a telepresença em mundos digitais virtuais 3d por meio do uso de avatares. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE), volume 1, pages 441–450.
Tori, R. (2023). Metaversos na educação: conceitos e possibilidades. Video Journal of Social and Human Research, pages 53–66.
Published
2024-11-04
How to Cite
GALDINO, Lucas; NASCIMENTO, Marcos; CAVALCANTE, Larissa; SILVEIRA, Valdir; XAVIER, Ieda; FORTIER, Claudio; SERRA, Antonio.
MetaClassroom: Towards a Metaverse-Based 3D Educational Platform. In: BRAZILIAN SYMPOSIUM ON COMPUTERS IN EDUCATION (SBIE), 35. , 2024, Rio de Janeiro/RJ.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 628-639.
DOI: https://doi.org/10.5753/sbie.2024.241915.
