Metaverse Game-Based Self-Directed Learning in Professional Education: A Multimethod Analysis of Learning Achievement, Self-Efficacy, Empathy, Critical Thinking, and Behavioral Analytics

Developing learners’ achievement, self-efficacy, empathy, and critical thinking is central to professional education; however, authentic triage training often faces constraints related to cost, safety, and limited opportunities for real-world practice. These challenges highlight the need for effective virtual learning environments that support self-directed learning and foster complex professional competencies. For this study, we designed a metaverse game-based learning environment grounded in the self-directed learning framework to enhance cognitive, affective, and behavioral learning outcomes. A quasi-experimental study was conducted with 62 undergraduate nursing students enrolled in a foundational skills course. Thirty-one students participated in the metaverse game–assisted self-directed learning intervention, while thirty-one received conventional instruction. The results showed that learners in the metaverse game group achieved significantly higher learning outcomes, including learning achievement, self-efficacy, empathy, and critical thinking, compared with those receiving traditional instruction. Learning analytics further revealed distinct behavioral patterns between high- and low-self-efficacy learners within the metaverse environment. These findings provide triangulated evidence by integrating learning outcomes, self-reported measures, and behavioral analytics, supporting the effectiveness of metaverse game-based self-directed learning in professional training, and offering practical implications for integrating immersive, data-informed virtual environments into future curriculum design.

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Publication Details

Journal
Journal of Educational Computing Research
Published
2026-05-09
DOI
https://doi.org/10.1177/07356331261450650
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Metaverse Game-Based Self-Directed Learning in Professional Education: A Multimethod Analysis of Learning Achievement, Self-Efficacy, Empathy, Critical Thinking, and Behavioral Analytics

Gwo-Jen Hwang, Chia-Yi Cheng, Ching-Yi Chang
Journal of Educational Computing Research
Educational Games and Gamification
article

Metaverse Game-Based Self-Directed Learning in Professional Education: A Multimethod Analysis of Learning Achievement, Self-Efficacy, Empathy, Critical Thinking, and Behavioral Analytics

Gwo-Jen Hwang, Chia-Yi Cheng, Ching-Yi Chang
article en

Abstract

Developing learners’ achievement, self-efficacy, empathy, and critical thinking is central to professional education; however, authentic triage training often faces constraints related to cost, safety, and limited opportunities for real-world practice. These challenges highlight the need for effective virtual learning environments that support self-directed learning and foster complex professional competencies. For this study, we designed a metaverse game-based learning environment grounded in the self-directed learning framework to enhance cognitive, affective, and behavioral learning outcomes. A quasi-experimental study was conducted with 62 undergraduate nursing students enrolled in a foundational skills course. Thirty-one students participated in the metaverse game–assisted self-directed learning intervention, while thirty-one received conventional instruction. The results showed that learners in the metaverse game group achieved significantly higher learning outcomes, including learning achievement, self-efficacy, empathy, and critical thinking, compared with those receiving traditional instruction. Learning analytics further revealed distinct behavioral patterns between high- and low-self-efficacy learners within the metaverse environment. These findings provide triangulated evidence by integrating learning outcomes, self-reported measures, and behavioral analytics, supporting the effectiveness of metaverse game-based self-directed learning in professional training, and offering practical implications for integrating immersive, data-informed virtual environments into future curriculum design.

Journal of Educational Computing Research
National Taiwan University of Science and Technology (TW), National Taichung University of Education (TW), Taipei Medical University (TW), Yuan Ze University (TW)
Ministry of Science and Technology, Taiwan, National Taiwan University of Science and Technology
Quality Education
Openalex Percentile: Top 4%
Educational Games and Gamification
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