The possibilities of changes in learning experiences with Metaverse
Joana Braguez, Marta Braguez, Sílvia Moreira, Carla Filipe
Abstract
This review aims to define the Metaverse, present the roles of AR, MR and VR, and also the concepts of digital twins and lifelogging. The evolution of applications for Metaverse in various sectors, especially gaming, has created the possibility of using Metaverse for education. We present the vast field of these applications and educational projects. The challenges that educators face are discussed and the potential and limitations of its educational applications are explained. It's suggested to embrace the Metaverse in classes but not in a full-time learning environment, instead, it should be used as a complement, when justified. Some of its limitations may be weaker social connections there are concerns for privacy and security. The big potential offered by Metaverse technologies is the immersive experience of content and social interactions.