The Metaverse for
Learning and Education is part of The Metaverse Series and
aims to help practitioners to understand the value and implications of the metaverse,
and related metaverse technologies such as virtual reality technology, in the evolving
delivery of learning and education. The Metaverse for Learning and Education
is aimed primarily at practitioners in the learning and education field,
and those who set policy and commission work. It may also be of interest to
parents, managers, other interested professionals, students, researchers, and
lay readers.
Routledge - https://www.routledge.com/The-Metaverse-for-Learning-and-Education/Savin-Baden-Burden/p/book/9781032538334
Amazon UK - https://amzn.eu/d/h4N53sQ
Amazon US - https://a.co/d/5rVXipV
And hopefully all good bookshops!
Here are the abstracts for the chapters of The Metaverse for Learning and Education:
Chapter 1 The Metaverse for Learning and Education
The main difficulty with
the metaverse is that it is a slippery concept with few boundaries. Since the
early 2020s the term has expanded and grown in use, encompassing a shifting
array of technologies and practices. This chapter explores the idea of the Metaverse
for learning and education, and considers how it might be delineated, adopted
and adapted. It begins by exploring what counts as education in the 21st
century and locating the metaverse in relation to this. The chapter then
explores the challenges of learning in the metaverse, issues of embodiment and
some of the current claims and concerns about the metaverse for learning and
education.
Table 1.1
Education, Learning and training in the metaverse
|
Definition |
Example |
Related article |
Education in the
metaverse |
The process of
receiving knowledge or instruction for a particular purpose |
The use of
immersive journalism to educate wide audiences |
(de
la Peña et al., 2010) |
Learning in the
metaverse |
The process of
acquiring, understanding and using knowledge |
Students as
co-creators of learning experiences in virtual worlds |
(Mårell-Olsson,
2019) |
Training in the
metaverse |
Developing
specific skills or behaviours |
Safety training
using virtual reality |
(Sacks
et al., 2013) |
Chapter 2 Approaches to Learning
This chapter provides a
detailed examination of the different approaches to learning that are relevant
to the metaverse. It begins by discussing learning theories and explores how
these may or may not enable effective learning for students. The second section
of the chapter examines different types of teaching, from traditional
lecture-based learning through to more learner-centred approaches such as
problem-based learning and collaborative learning. The final section of the
chapter suggests particular modes of learning that may easily be adapted to for
the metaverse.
Table 2.1 Learning
theories
The
theory |
Key
Concepts |
Challenges
for learning in the metaverse |
Behavioural |
·
We need specific goals and clear objectives if we
are to learn ·
The learning experience should be
task orientated
|
1) The focus is on
incentives – which do not motivate everyone 2)
The assumption is that having passed the test you can do the job |
Cognitive |
·
We each have our own cognitive structure which must
be accommodated ·
We can only learn new information in relation to
what we already know |
1)
Overemphasis on learning styles at the expense of content 2)
Tendency to categorise people into ‘types’ of learners |
Humanistic |
·
The learning needs to be controlled by us as the
learners not the tutor ·
Emphasis must be on our freedom to choose the
approach |
1) Too much freedom
can be disabling 2)
People are not always sure what they want or need to learn |
Developmental |
·
Learning needs to
be part of our progressive development ·
We need to see knowledge acquisition as relevant to
where we are and what we want |
1)
Overemphasis on experiential approaches to learning at the expense of
efficiency 2)
Tendency to spend time reflecting on mistakes rather than looking forward |
Critical
Awareness |
·
We all have our
values, including tutors. Learning is not value free ·
Learning always takes place in a social and cultural
context |
1)
Difficult to manage power relations between teacher and learner to ensure
‘real’ equality 2)
Can be seen as overly politicized |
Chapter 3 Applied Models for Learning
The main argument of this chapter is that whilst the concept of the
metaverse is relatively new in university and college learning spaces the
metaverse and related technology has been in use since the late 1990s and came
to prominence with the growth and use of virtual worlds from 2003 onwards. This chapter begins by exploring the shifts from
earlier versions to current versions of the metaverse. It then suggests
different approaches to learning that might be used and explores learning in
practice in the metaverse. The approaches vary from early versions such as
computer-supported collaborative learning and action learning, through to more
recent practices such as games and gamification and the use of problem-based
learning in virtual worlds.
Table
3.1 Learning online and in the metaverse
Form of learning |
Original definitions |
Current examples and
findings |
Computer-supported
collaborative learning |
Initially a branch of
the learning sciences concerned with studying how people can learn together
with the help of computers. |
|
Action learning |
Action Learning was
designed to help organisations to develop through problem-solving by asking
questions to clarify the exact nature of the problem, reflecting and
identifying possible solutions, and only then taking action. |
|
Problem-orientated
learning |
This form of learning
focuses on the idea that when asking students to solve problems, some
knowledge is more foundational than other knowledge and should necessarily be
taught first. |
|
Project-based learning |
Project-based learning
is predominately task orientated and the project is often set by the tutor. |
|
Design-based research |
This is an approach
which blends research with theory-driven design of learning environments. |
|
Situated Cognition |
Situated cognition is
where learners are immersed in activities and content that mirrors the
situation they are trying to learn about. |
|
Cognitive Load Theory |
This theory
suggests that because short-term memory is limited, learning
experiences should be designed to reduce working memory ‘load’ in order to
promote schema acquisition. |
Barta et al (2023)
undertook research that examined the effects that augmented reality had on
cognitive variables related to cognitive load. The results showed that AR
reduces cognitive dissonance through its effects on perceived similarity and
confusion caused by overchoice. Furthermore, lower cognitive load enhanced
shopping purchase intentions, resulting in greater willingness to pay more
for the product. |
Actor Network Theory |
This focuses on
exploring both networks, and the impact between networks and actors, and the
controversies inherent in these. |
|
Games and Gamification |
This is the application
of game techniques to non-game environments and activities. However, serious
games are those whose main purpose is to educate users; they have a clear
educational purpose and are not intended to be played primarily for
amusement. |
|
Virtual World learning |
Learning in Virtual
Worlds means students can interact and learn in three-dimensional graphical
online environments and can work on specifically tailored or self-developed
projects. |
|
Problem-based Learning
in virtual worlds |
This is the use of
problem-based learning - where students work in small teams to analyse and
manage a problem presented to them, in a virtual world such as Second Life or
Unity3D where they can work collaboratively. |
|
Chapter 4 Rethinking pedagogy for the metaverse
This chapter will consider the impact of advances in technology on
pedagogy and the increasing use of learning online. It begins by examining the
stances and experiences of learners in the metaverse, drawing on both older and
more recent research. The importance of the stances model of learning is that
it offers an alternative view of student learning from the standardised model
of learning styles. The chapter then explores some of the particular areas of
value when using the metaverse, including the value of the visual, the value of
learning spaces, the value of openness, and the value of experiential
opportunities. The final section of the chapter examines the broader impact of
the metaverse on higher education and suggests that pedagogy needs to be re-examined
in the light of the metaverse.
Chapter 5 Tech, platforms and wearables in the postdigital metaverse
This chapter begins by
exploring the context of learning in the metaverse for a postdigital age. The
postdigital is a term that is seen as both confusing and controversial, but it
is a useful concept for explaining the impact of the digital on human and non-human
actors. The second section of the chapter examines the tech and the platforms.
Whilst some of these have been in use since the 1990s, many of these remain in
use 25 years later, but there are now newer and more flexible options
available. The final section presents new practices such as wearable devices
and lifelogging.
Table
5.1 Perceptions of the postdigital across subject and disciplines (Savin-Baden,
2024)
Subject/discipline |
Explanation |
Example |
Quantum
computing |
The
use of quantum bits to be in more than one state at a time, enabling the
possibility of parallel calculation |
|
Art |
Artwork
that points to flaws in digital processes, rather than seeking perfection |
Cascone, (2000) |
Architecture
|
Architecture
which necessarily combines and acknowledges the synthesis between the virtual
and the real, as well as the biological. |
Spiller, (2009) |
Performance
art |
Creating
body modifications |
Crawford, (2012) |
Geography |
Exploration
of contemporary urban spaces and cities as Code/Spaces |
Kitchin & Dodge, (2014) |
Education
|
Taking
a stance against oppressive forms of education and encouraging learning
through critical pedagogy |
Giroux, (2005) |
Postgraduate
Learning for Healthcare Professionals |
Recognition
that instead of standardised learning, that the promises of technology can be
redeemed through pedagogical approaches that create sufficient space and
agency for students to engage |
Aitken, (2021) |
Postdigital
story telling |
An
argument for metamodernism deemed to be a new form of creative modality,
where the divide between the digital and the non-digital are no longer in
opposition, no longer binary. |
|
Chapter 6 Pros and Cons of learning in the metaverse
Learning in the metaverse
is challenging for many staff in higher education. As mentioned in chapter 1
what counts as the metaverse and how learning is to be managed within it still
remains troublesome. This chapter examines a number of advantages of learning
in the metaverse such as the opportunity to be inclusive towards different
approaches to learning, the value of affordances, peer-to-peer learning and
genres of participation. The second section of the chapter explores some of the
challenges of learning in the metaverse. These challenges include digital
inequalities and surveillance, the question of virtue ethics, power and
control, and mis/placed digital identities.
Chapter 7 Learning
assemblages for the metaverse
This chapter examines the
idea of learning assemblages, which reflects changing views of how learning
might be seen in the metaverse. It begins by presenting the notion of learning
assemblages and illustrates why this is important to the metaverse. The chapter
then explores issues that are related to the idea of assemblages, beginning
with context and collision collapse, and digital métissage. The latter half of
the chapter discusses ways of rethinking place, space and presence, suggesting
that these concepts are currently defined too narrowly and need to be
re-examined in light of future forms of learning in the metaverse.
Table 7.1
Dimensions of place and the metaverse
|
Physical
space |
Metaverse
space |
Places
as location |
A space
where an activity is located such as a skills laboratory |
A
virtual laboratory in a virtual world used to practise skills. |
Place
as series of locales |
University
campus where social interaction takes place |
Created
interactive spaces such as gaming environments or virtual world social spaces. |
Place
as a sense of place |
Disciplinary
space which is a unique community and landscape |
A
disciplinary space in a virtual world created specifically for disciplines
for example engineering, nurses, sociologists. |
Reflection and Conclusion
Learning
and education in the metaverse offers opportunities to re-examine and possibly
reconstruct our disciplinary and institutional pedagogies. Such opportunities
might occur by examining conceptions of learning and teaching, by shifting from
notions of generalizable learning styles to identity located learning stances,
as mentioned in Chapter 4, and by embracing the idea of spatial ecology in the
context of higher education. Spatial ecology is defined here as the creation of
balance between and across spaces in higher education, so that account is taken
of not merely knowledge, content, conceptions and acquisition but also of
ontology, of values and beliefs, uncertainty and complexity. The idea of
spatial ecology captures the idea that it is recognized that staff and students
operate on diverse trajectories and when they collide new learning spaces in
the metaverse emerge and often unexpected learning occurs. For example,
differences in staff and students’ stances towards particular concepts such as
family, climate change, oppression and gender within a virtual world prompt
staff and students to consider the diverse spaces in which they live, work and
learn and the impact of their life world on their learning. It is through
discussion and exploration that notions of translation, shifting spaces and
spaces of representation along with diverse and difficult territorial positions
are recognised. Yet in order to create innovative and challenging metaverse
spaces, it is important to realise that a tentative learning balance exists between
confusion and transformation. As learners and teachers we are not apolitical,
acultural or disembodied beings but we are often disturbed and uncomfortable;
it is important that we have a sense of how our presuppositions affect and have
an impact on those with whom we interact in the metaverse.
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