A Study on Metaverse in Education
Ashwin Abraham, Bhavya Suseelan, Jesin Mathew, P. Sabarinath, K. Arun
Abstract
Most nations have used online meeting software platforms for distant education in some capacity during the COVID-19 epidemic. These software applications do, however, have substantial drawbacks that hinder engagement and fall short of simulating the classroom environment. Many of these restrictions are resolved by the newly forming Metaverse. In education in Metaverse, learners have the opportunity to engage with digital content and each other in a more interactive and immersive way. For example, learners can participate in virtual simulations, role-playing activities, and collaborative projects with other learners from around the world. They can also access a wide range of digital resources, such as virtual textbooks, lectures, and assessments, all within the same platform. This paper reviews different Metaverse models, frameworks for applying Metaverse in the field of education.