Evaluating metaverse-based library orientation with Roblox for first-year students
This study investigates the comparative effectiveness of metaverse-based and traditional library orientations for first-year university students, focusing on user engagement, library-related anxiety, knowledge acquisition, and overall suitability. A quasi-experimental design was employed, with participants assigned to either a physical library tour or a gamified orientation developed on the Roblox platform. Quantitative results revealed that the traditional format produced higher scores in focused attention and perceived usability, while the metaverse-based approach yielded greater intrinsic rewards. Both formats significantly reduced library anxiety, although the traditional method was more effective in fostering interpersonal comfort, whereas the metaverse-based orientation better addressed affective and cognitive dimensions. Both groups significantly improved knowledge acquisition, with the traditional tour showing marginally higher gains. Qualitative feedback highlighted differing preferences and suggested improvements for both formats. The study concludes that while traditional orientations remain effective, metaverse-based platforms offer scalable, engaging alternatives. Implications for hybrid orientation models and future use of generative AI in virtual environments are discussed.
Authors
- Kannikar Intawong (ORCID: https://orcid.org/0000-0003-2704-9595)
- Kitti Puritat (ORCID: https://orcid.org/0000-0003-0681-3064)
- Songpon Khanchai
- Sumalee Sangamuang
- Pakinee Ariya
Institutions
- Chiang Mai University (TH)
Publication Details
- Journal
- The Journal of Academic Librarianship
- Published
- 2025-12-24
- DOI
- https://doi.org/10.1016/j.acalib.2025.103187
- Primary Topic
- Virtual Reality Applications and Impacts
- Type
- article
- Field-Weighted Citation Impact
- 0.00