Exploring the educational potential of metaverse platforms: a comparative analysis

This study conducted a comparative analysis of thirteen metaverse platforms to evaluate their educational potential based on five criteria: avatar customization, browser accessibility, video interaction, external tool integration and environment customization. The research revealed that only the Gather Town platform fully met the requirements for an interactive, accessible, and personalized learning environment. The platforms were categorized into three main categories: gaming, socialization, and corporate use, highlighting the diverse applications of the metaverse. The article emphasizes how this technology can transform education by offering immersive, collaborative experiences tailored to the specific needs of students and institutions. Additionally, it highlights the role of the metaverse in democratizing access to high-quality educational resources and overcoming physical limitations. As future work, the study proposes investigating specific methodologies to integrate these platforms into educational curricula and exploring emerging technologies that complement the functionalities of the metaverse.

Authors

Publication Details

Journal
Caderno Pedagógico
Published
2025-01-09
DOI
https://doi.org/10.54033/cadpedv22n1-055
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
0.00
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article

Exploring the educational potential of metaverse platforms: a comparative analysis

Julio Cesar Nardi, Alextian Bartholomeu Liberato, Henrique Oliveira, Gabriel Macedo Liberato et al.
Caderno Pedagógico
Education and Learning Interventions
article

Exploring the educational potential of metaverse platforms: a comparative analysis

Julio Cesar Nardi, Alextian Bartholomeu Liberato, Henrique Oliveira, Gabriel Macedo Liberato, José Cláudio Valbuza
article en

Abstract

This study conducted a comparative analysis of thirteen metaverse platforms to evaluate their educational potential based on five criteria: avatar customization, browser accessibility, video interaction, external tool integration and environment customization. The research revealed that only the Gather Town platform fully met the requirements for an interactive, accessible, and personalized learning environment. The platforms were categorized into three main categories: gaming, socialization, and corporate use, highlighting the diverse applications of the metaverse. The article emphasizes how this technology can transform education by offering immersive, collaborative experiences tailored to the specific needs of students and institutions. Additionally, it highlights the role of the metaverse in democratizing access to high-quality educational resources and overcoming physical limitations. As future work, the study proposes investigating specific methodologies to integrate these platforms into educational curricula and exploring emerging technologies that complement the functionalities of the metaverse.

Caderno PedagógicoVol. 22(1)
Openalex Percentile: Top 100%
Education and Learning Interventions
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Exploring the educational potential of metaverse platforms: a comparative analysis — Julio Cesar Nardi, Alextian Bartholomeu Liberato, et al. · Caderno Pedagógico (2025) | TGRS Research Map | TGRS