Glossary of emerging terms in artificial intelligence and metaverses from a sociotechnical and educational perspective

Introduction:The rapid development of technologies such as artificial intelligence, the metaverse, and extended reality has reconfigured educational, social, and cultural environments, giving rise to new discourses and practices. However, this progress has also generated conceptual gaps and an imprecise use of key terms, which complicates their critical adoption in the pedagogical field.Methods:The study adopted a qualitative and interpretive approach, based on the hermeneutic-critical paradigm. Content analysis and purposive theoretical sampling were used to select the most frequently used terms in the most recent scientific literature. The data was organized through open coding, grouping them into four thematic areas.Results:A critical glossary was developed containing 40 terms organized into four main areas: artificial intelligence and education, metaverse and extended reality, sociotechnical and critical dimension, and educational innovation. Each term included a technical definition, a critical commentary, and an applied example, thus promoting a reading that connects the techno-pedagogical discourse in a relational and contextual way.Conclusions:The glossary proved to be a valuable epistemological tool, useful both for critical digital literacy and for teacher training and educational research. It contributed to highlighting ideological tensions, conceptual gaps, and the social effects of technologies, promoting a more reflective and conscious understanding of the digital ecosystem in education.

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Publication Details

Journal
Metaverse Basic and Applied Research
Published
2024-12-31
DOI
https://doi.org/10.56294/mr2024.104
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Glossary of emerging terms in artificial intelligence and metaverses from a sociotechnical and educational perspective

Hugo Armando Jurado-Vásquez, Elisabeth Viviana Lucero Baldevenites, Pedro Luis Bracho-Fuenmayor, Gerardo Contreras-Piña et al.
Metaverse Basic and Applied Research
Educational Games and Gamification
article

Glossary of emerging terms in artificial intelligence and metaverses from a sociotechnical and educational perspective

Hugo Armando Jurado-Vásquez, Elisabeth Viviana Lucero Baldevenites, Pedro Luis Bracho-Fuenmayor, Gerardo Contreras-Piña, Jesus Eduardo Espinel
article en

Abstract

Introduction:The rapid development of technologies such as artificial intelligence, the metaverse, and extended reality has reconfigured educational, social, and cultural environments, giving rise to new discourses and practices. However, this progress has also generated conceptual gaps and an imprecise use of key terms, which complicates their critical adoption in the pedagogical field.Methods:The study adopted a qualitative and interpretive approach, based on the hermeneutic-critical paradigm. Content analysis and purposive theoretical sampling were used to select the most frequently used terms in the most recent scientific literature. The data was organized through open coding, grouping them into four thematic areas.Results:A critical glossary was developed containing 40 terms organized into four main areas: artificial intelligence and education, metaverse and extended reality, sociotechnical and critical dimension, and educational innovation. Each term included a technical definition, a critical commentary, and an applied example, thus promoting a reading that connects the techno-pedagogical discourse in a relational and contextual way.Conclusions:The glossary proved to be a valuable epistemological tool, useful both for critical digital literacy and for teacher training and educational research. It contributed to highlighting ideological tensions, conceptual gaps, and the social effects of technologies, promoting a more reflective and conscious understanding of the digital ecosystem in education.

Metaverse Basic and Applied ResearchVol. 3
Universidad de Las Palmas de Gran Canaria (ES), Popular University of Cesar (CO), Universidad del Atlántico (MX), Universidad México Americana del Norte (MX), Universidad del Ejército y Fuerza Aérea (MX)
Openalex Percentile: Top 64%
Educational Games and Gamification
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