Guidelines for developing a virtual world platform (Metaverse) to enhance learning resources

This research presents a prototype development approach of the metaverse to enhance learning resources in the classroom of the Department of Digital Business Technology, Srisongkram Industrial Technology College Nakhon Phanom University. Using qualitative research methodology. The objective is to explore and evaluate the suitability of creating a new learning experience on metaverse technology. Lecturers and students in the field, which was obtained from multi-stage random sampling. Based on the results of the interview, the feasibility of applying metaverse to learning in two aspects, namely the learning process and technology, which has been used to develop a metaverse classroom prototype using learning content from the curriculum of the Department of Digital Business Technology. This model classroom was evaluated by a group of 5 experts using the General Learning Outcomes approach, which was found to have the potential and suitability to be a learning resource that effectively creates fun, novel learning experiences and changes learners’ behavior

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Publication Details

Published
2025-07-30
DOI
https://doi.org/10.1109/istem-ed65612.2025.11129318
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

Guidelines for developing a virtual world platform (Metaverse) to enhance learning resources

Chacrit Jongwai, Chananporn Nochai, Nanthida Phaindee
Virtual Reality Applications and Impacts
article

Guidelines for developing a virtual world platform (Metaverse) to enhance learning resources

Chacrit Jongwai, Chananporn Nochai, Nanthida Phaindee
article en

Abstract

This research presents a prototype development approach of the metaverse to enhance learning resources in the classroom of the Department of Digital Business Technology, Srisongkram Industrial Technology College Nakhon Phanom University. Using qualitative research methodology. The objective is to explore and evaluate the suitability of creating a new learning experience on metaverse technology. Lecturers and students in the field, which was obtained from multi-stage random sampling. Based on the results of the interview, the feasibility of applying metaverse to learning in two aspects, namely the learning process and technology, which has been used to develop a metaverse classroom prototype using learning content from the curriculum of the Department of Digital Business Technology. This model classroom was evaluated by a group of 5 experts using the General Learning Outcomes approach, which was found to have the potential and suitability to be a learning resource that effectively creates fun, novel learning experiences and changes learners’ behavior

Nakhon Phanom University (TH)
Industry, innovation and infrastructure
Openalex Percentile: Top 78%
Virtual Reality Applications and Impacts
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