Metaverso na Educação: Um Mapeamento Sistemático da Literatura

The Metaverse can be seen as a three-dimensional and interactive virtual environment, being considered the next generation of enabling technologies in various application domains, including teaching areas. The literature pre-sents a variety of solutions and approaches involving the Metaverse in the educational area. There is a lack of an overview of these solutions and approaches. In this context, a systematic mapping of the literature on the use of the Metaverse to support educational activities was carried out. 42 (forty-two) publications from a total of 1031 (one thousand and thirty-one) candidates were evaluated. The results mostly present the use of Virtual Reality, Augmented Reality, Mixed Reality and Extended Reality as the main enabling technologies. It was observed that the quantitative ones focus on solutions aimed at Higher Education. The results also indicate that the main challenges in designing Metaverse-based solutions for educational use are: (i) high costs, (ii) security, and (iii) health-related factors.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2024-12-25
DOI
https://doi.org/10.5281/zenodo.14607132
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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article

Metaverso na Educação: Um Mapeamento Sistemático da Literatura

Zenodo (CERN European Organization for Nuclear Research)
Virtual Reality Applications and Impacts
article

Metaverso na Educação: Um Mapeamento Sistemático da Literatura

article en

Abstract

The Metaverse can be seen as a three-dimensional and interactive virtual environment, being considered the next generation of enabling technologies in various application domains, including teaching areas. The literature pre-sents a variety of solutions and approaches involving the Metaverse in the educational area. There is a lack of an overview of these solutions and approaches. In this context, a systematic mapping of the literature on the use of the Metaverse to support educational activities was carried out. 42 (forty-two) publications from a total of 1031 (one thousand and thirty-one) candidates were evaluated. The results mostly present the use of Virtual Reality, Augmented Reality, Mixed Reality and Extended Reality as the main enabling technologies. It was observed that the quantitative ones focus on solutions aimed at Higher Education. The results also indicate that the main challenges in designing Metaverse-based solutions for educational use are: (i) high costs, (ii) security, and (iii) health-related factors.

Zenodo (CERN European Organization for Nuclear Research)
Colégio Pedro II (BR)
Quality Education
Openalex Percentile: Top 63%
Virtual Reality Applications and Impacts
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