Cited by 1,076Augmented Reality ApplicationsVirtual Reality Applications and ImpactsEducation and Learning Interventions

Educational Applications of Metaverse: Possibilities and Limitations

Open access
Kye, Bokyung, Han, Nara, Kim, Eunji, Park, Yeonjeong, Jo, Soyoung·2021·Journal of Educational Evaluation for Health Professions

Abstract

This review aims to define the 4 types of the metaverse and to explain the potential and limitations of its educational applications. The metaverse roadmap categorizes the metaverse into 4 types: augmented reality, lifelogging, mirror world, and virtual reality. An example of the application of augmented reality in medical education would be an augmented reality T-shirt that allows students to examine the inside of the human body as an anatomy lab. Furthermore, a research team in a hospital in Seoul developed a spinal surgery platform that applied augmented reality technology. The potential of the metaverse as a new educational environment is suggested to be as follows: a space for new social communication; a higher degree of freedom to create and share; and the provision of new experiences and high immersion through virtualization. Some of its limitations may be weaker social connections and the possibility of privacy impingement; the commission of various crimes due to the virtual space and anonymity of the metaverse; and maladaptation to the real world for students whose identity has not been established. The metaverse is predicted to change our daily life and economy beyond the realm of games and entertainment. The metaverse has infinite potential as a new social communication space. The following future tasks are suggested for the educational use of the metaverse: first, teachers should carefully analyze how students understand the metaverse; second, teachers should design classes for students to solve problems or perform projects cooperatively and creatively; third, educational metaverse platforms should be developed that prevent misuse of student data.

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Research works printed but not linked: 3

  1. [2]Go SY Jeong HG Kim JI Sin YT Concept and developmental direction of metaverse. Korea Inf Process Soc Rev [Internet] 2021 [cited 2021 Nov 29];28:7-16. Available from: http://www.koreascience.kr/article/JAKO202122450520317.pdf
  2. [16]Long RU Roblox and effect on education [master’s thesis] Springfield (MO) Drury University 2019
  3. [19]Book B In moving beyond the game: social virtual worlds Proceedings of the Culture of Play at the Conference State of Play 2 2004 Oct 28-30 New York, USA. New York (NY) New York Law School 2004

Authors
Kye, B., Han, N., Kim, E., Park, Y., & Jo, S.
Affiliations
  • Korea Education and Research Information Service (KR)
  • Honam University (KR)
Corresponding author
  • Kye, Bokyung
  • Park, Yeonjeong
Venue
Journal of Educational Evaluation for Health Professions
Published
2021-12-13
Volume
18
Pages
32
ISSN
  • 1738-1339 (ISSN-L)
  • 1975-5937
OpenAlex
W4200069166
Cited by
1,076
References
3
Citations by year
2026: 84 · 2025: 208 · 2024: 315 · 2023: 343 · 2022: 125 · 2021: 1
FWCI
70.49
Type
journal article
Language
en
Open access
Locations
  • Journal of Educational Evaluation for Health Professions (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
Topics
  • Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Physical Sciences › Computer Science › Information Systems › Education and Learning Interventions
Keywords
metaverse, educational software, augmented reality, virtual reality, lifelogging, mirror world, medical education, anatomy education, social communication, privacy, anonymity, student data protection
MeSH terms
Virtual Reality, Communication, Education, Medical, Humans

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