Litcius/Paper detail

Conceptualizing and Integrating Gaming into Learning Activities in the Education Sector in the Metaverse

Seema Garg, Anchal Luthra, Apurv Sinha

202414 citationsDOI

Abstract

Integrating gaming into the education sector in the metaverse is an innovative approach to engage and educate students in a more immersive and interactive way. The metaverse, a virtual reality space where users can interact with each other and digital environments, offers unique opportunities for educational gaming experiences. This chapter is focused on the methods of game-based learning which can be used in education to improve engagement and learning. Game-based learning is a concept that has been gaining traction in the education sector. It is an interesting way of conceptualizing and integrating gaming into learning activities. Game-based learning has been proven to be an effective way to engage students and promote learning. The metaverse is a virtual world that allows users to create, interact, and explore in a 3D environment. The chapter is based on secondary data. The principal findings were that game-based learning in the metaverse is an effective and fun way for students to learn and focuses on the assessment of learning outcomes in educational games that are set in the metaverse. This chapter presents methods for evaluating the effectiveness of these games in achieving educational objectives. It is useful to develop important skills and keep students engaged in the learning process.

Topics & Concepts

MetaverseComputer scienceHuman–computer interactionVirtual realityOnline Learning and AnalyticsEducational Games and Gamification
Conceptualizing and Integrating Gaming into Learning Activities in the Education Sector in the Metaverse | Litcius