Metaverse Adoption in Education Review
Metaverse Adoption in Education Review
[Link]
Abstract
The evaluation of information systems (IS) models, which are employed to research
the adoption or acceptance of metaverse systems, is thought to be a subject of
major significance. Studying the adoption or acceptability of the metaverse system
is not a recent study area, and many academics have taken on the task. We should
be acquainted with the leading IS models used in this study trend to assess these
models and give academics a comprehensive understanding of this study trend. The
primary goal of this research, in contrast to previous reviews, is to systematically
evaluate the metaverse research in education from the viewpoint of IS theories/mod-
els to offer a thorough pointer that might help the scholars to carry out additional
research in metaverse acceptance. A total of 41 research that was published between
2011 and 2022 were examined in the present systematic review. The main study
results showed that the Technology Acceptance Model (TAM) is recognized as the
most widely used model in forecasting people’s intentions to uphold the metaverse
system. Furthermore, it was discovered that SmartPLS (PLS-SEM) is a typical tool
for validating metaverse models. In addition, the key research purpose covered in the
bulk of the reviewed research is to study how students adopt or accept the metaverse
system and the technology that supports it. Additionally, most of the research that
was gathered was done in China, Taiwan, and the USA, accordingly. Additionally,
in most of the evaluated research, it was discovered that university students were
the primary respondents concerning data acquisition. These findings are anticipated
to significantly improve both our comprehension of metaverse system study and the
utilization of IS models.
* Raghad Alfaisal
raghad.alfaisal81@[Link]
Haslinda Hashim
haslinda@[Link]
Ummu Husna Azizan
ummuhusna@[Link]
1
Faculty of Art, Computing and Creative Industries, Universiti Pendidikan Sultan Idris,
Tanjong Malim, Perak, Malaysia
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Introduction
The aim of computer scientists and researchers was to rapidly develop the aspects
of virtual environment. Due to the advancement of the Internet and the widespread
distribution of social media, cheap and easy access is provided to hardware and soft-
ware with the aim of offering enhanced digital content that is signified by three-
dimensional (3D) virtual environments (Collins, 2008; MacCallum & Parsons,
2019). Stephenson (1992) coined the term metaverse, whereby an immersive 3D
virtual environment was explained through a science fiction novel. The development
of metaverse helps in carrying out every day communication and interaction among
humans. Hence, metaverse may be referred to as a world that virtually enhances
physical space and physical reality. It is an integration of real as well as physical
universe through which the users are able to imagine various and myriad digital mir-
rors of the actual world and mirrors that are NOT present in the actual world for
different purposes (Arcila, 2014; Collins, 2008; Díaz et al., 2020; Márquez, 2011).
A large number of studies have been conducted in various universities and edu-
cational institutions, with the focus of these studies being on the metaverse. The
metaverse was used by the researchers in an educational setting, concentrating on
the adoption of a problem-based technique in which students and teachers can pre-
sent the problem and identify potential solutions in the imaginary world with the
help of three-dimensional classes and the avatar (Barry et al., 2009; Farjami et al.,
2011; Kanematsu et al., 2012, 2013). It was determined by Jeon & Jung (2021) that
a metaverse platform is a vital tool using which learners can enhance their motiva-
tion and immersion. It allows them to generate real feelings regarding the use of
innovative learning approaches and acquire self-directed learning experiences. In
addition, the significance of using the metaverse system in different fields of study
globally was demonstrated by Farjami et al. (2011), Han (2020), and Kanematsu
et al. (2013). The focus of these studies was on formulating real-life experiences
where the metaverse system is employed to obtain solutions to the problem. This
shows that a conceptual model needs to be developed that can explain the significant
role of the metaverse system from the point of view of students. The conceptual
model is capable of examining whether the metaverse system is effective, focusing
on the perception of students from a distinct point of view.
The metaverse is an extension of real-time interaction that allows many peo-
ple to enjoy a variety of experiences. The metaverse is an imagined world with
increasingly realistic digital spaces, enabling a more dynamic learning environment
in educational settings. From the standpoint of education, both the industrial sec-
tor and corporation demand an educated workforce to address the new obstacles of
the metaverse environment, which necessitates new management and operational
leadership paradigms. Furthermore, these environments describe and study human
conduct in an educational setting to evaluate how it varies from conduct in the real
world. This review intends to review and synthesize metaverse systems studies that
systematically incorporated educational environments. A collection of 41 research
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articles released between 2011 and 2022 were assessed using preset standards.
The key research fields in metaverse systems, the main and the most frequent factor
categories utilized in metaverse systems in the education sector, the most important
research methods, the main disciplines, and the main educational levels. The eleven
research questions listed below are presented in this retrospective research:
Literature review
The basic purpose of education is to provide students with the knowledge and train-
ing that are considered important in society to equip them for life, job, and citi-
zenship (Wittich et al., 2017). The act of enabling learning, acquiring knowledge,
abilities, or constructive values is typically referred to as education. Enhancing
graduates’ credentials, abilities, and skills throughout the educational process is the
responsibility of the educator (Dewey, 2007). Classes typically include two com-
ponents theoretical and practical, including activities, labs, or internships. In theo-
retical courses, knowledge is transferred among a sizable group through lectures that
may also include debates. The demands of students and the job prospects throughout
time compelled modifications in the educational system (Blumenfeld et al., 1991).
The practical aspect had been given precedence. Due to the technical difficulty,
the need for conceptual thought, and the reality that these notions are not physical,
many students have difficulty comprehending ideas, particularly in science courses
(Zheng et al., 2015). Basic flaws limit continued research and improvement of more
complex issues. Students are not allowed to self-configure lab equipment, encounter
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emergencies, or undergo the impacts of configuration errors that could cause equip-
ment breakage. Practical exercises, which are dependent primarily on sophisticated
research equipment, must be performed under oversight. Additionally, there is no
way to practice and make up lost time outside of the lab timetable. Contemporary
technologies, including online courses (Magdalene & Sridharan, 2018), blended
learning (Al-Maroof et al., 2021; Halverson et al., 2017), various computer-based
platforms (Van der Kleij et al., 2015; Zhang et al., 2018), and many more, are the
present alternatives. This tool enables students to revisit the same material multi-
ple times, make mistakes, and improve from them. The edtech industry can enhance
learning outcomes for the bulk of students, according to numerous instances of
hardware and software that have proved effective in educational procedures (Col-
lins & Halverson, 2018). Sophisticated new technological resources are being intro-
duced by an increasing number of educational institutions worldwide to assist them
in better fulfilling the needs of their heterogeneous student demographics. Digital
learning materials, particularly those from open academic services, are overtaking
classical books (Atkins et al., 2007). Traditional copybooks have been supplanted
with notebooks, tablets, or smartphones with specialized apps (Ally, 2009), and per-
sonalized learning (FitzGerald et al., 2018) and distance learning (Kaye & Rumble,
2018) are utilized to adapt the educational experience to each student’s educational
abilities, shortcomings, interests, and aspirations. It is commonly recognized that the
usage of Information and communication technologies has been shown to increase
students’ perceptions of education (Hõrak, 2019; Lieshout et al., 2018). It is an area
of study that is expanding quickly, constantly searching for new technical alterna-
tives. The interactive computer-generated world known as metaverse, which was
previously only used for gaming, is now being used for professional development
in fields including education, health, and psychiatry forces. Numerous review stud-
ies were done to emphasize the importance of the metaverse in helping the teaching
and learning procedure in response to the growing curiosity in metaverse research
among academics. One of the evaluation research projects was carried out to
uncover an intriguing scholarly outlook that emphasizes the necessity for additional
research into the motivations behind researchers’ involvement in metaverse spaces
and the motivations behind some of them in integrating technology for engaging
computer-generated surroundings. To assist researchers in creating metaverse sur-
roundings, the academics offered a repository of metaverse techniques and appli-
cations. In a survey paper, Lee et al. (2021a) made the first attempt to establish a
comprehensive framework that analyzes the most recent metaverse development in
the context of innovative technologies and metaverse ecosystems, and highlight the
potential for the digital “big bang.” The drivers for the shift from the existing Inter-
net to the metaverse are technologies. The technical framework of the metaverse was
presented in a review study by Ning et al., (2021) that discussed the development
trends of the metaverse from the five viewpoints of network infrastructure, manage-
ment technology, basic prevalent technology, virtual reality object connection, and
virtual reality convergence. This study also covers the social and hyper spatiotem-
poral aspects of the metaverse and explores its initial application domains as well as
some potential issues and difficulties. Seven crucial subjects that are pertinent to the
metaverse were identified by Lee et al., (2021b) in their comprehensive survey on
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The purpose of developing the term metaverse was to achieve fictional objectives,
where users function as avatars or pseudonyms to replicate interaction with other
users in several day-to-day scenarios. Metaverse refers to a three-dimensional,
immersive, virtual world in which social and economic interaction occurs between
the users, irrespective of their location. Computational-based interaction takes place
between the users (Arcila, 2014; Díaz et al., 2020; Márquez, 2011; Vázquez-Cano &
Sevillano-García, 2017). There are significant characteristics of the metaverse that
distinguishes it from other tools within an educational setting, such as “Interactivity,
Corporeity and Persistence”. Users are able to interact with each other in a virtual
learning platform as part of a virtual world. Through the interactivity feature, the
world becomes more dynamic and an innovative educational scenario of autono-
mous and collaborative learning is established that offers access to all the existing
resources. The metaverse system can work without leaving the actual world, while
maintaining a consistent connection with the virtual world without any time restric-
tions. In the same way, the corporeity feature adds the avatar with no limit in the
virtual world, which gives rise to a highly realistic environment with respect to their
definition as their shape is the same or better than 3D games. The persistence feature
is also very important as it helps save conversation, objects and data even after users
have left the virtual world (Ando et al., 2013; Castronova, 2001; Díaz et al., 2020;
Tarouco et al., 2013).
From an education point of view, industries and businesses look for an educated
workplace that is able to fulfill the new problems that emerge in the metaverse envi-
ronment and that need novel management and organizational leadership models.
Furthermore, these environments better explain and evaluate the human behaviors
in an educational situation to determine the ways in which human behavior in these
settings is identical or distinct to behavior in the real world. Higher education insti-
tutions are also able to benefit from the different methods by offering a platform for
faculty, students and staff to interact in an entirely flexible environment, where there
are no limitations on classrooms, contrary to the traditional classrooms. Students
can easily communicate with professors in a digital environment simply by pressing
a button. This means that the metaverse is capable of employing a real university
and institution by transforming it to a virtual world in which there can be interaction
between students, teachers and learning models in hybrid and collaborative class-
rooms (Ando et al., 2013; Tarouco et al., 2013).
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online stores and lecture rooms with a single avatar. Certain types of conventional
university teaching may contribute to the development of the metaverse. A lot of
individuals would prefer cyber-physical institutions to conventional brick-and-mor-
tar institutions. In the metaverse, they might gain knowledge through virtual experi-
ences provided by numerous international universities.
Because of the metaverse system’s rapid surge, researchers are looking at its sig-
nificance in the field of education. Prospective academics and programmers might
work together to create instructors that can help educators in their metaverse real-
ity (Han & Noh, 2021; Preston, 2021). With an emphasis on its pedagogical sig-
nificance, Han & Noh (2021) performed research to look at the perspectives and
requirements of higher education teachers about metaverse-based education. The
primary objective of the research is to ascertain instructors’ perspectives toward
adopting the metaverse system in higher education. They formed the opinion that
the Metaverse can be used in addition to conventional communication techniques.
One other research evaluated the metaverse system’s effects as an innovative tech-
nology in adjacent universities. Instructors also believed that there were procedures
in place and support available as needed for the classroom environment, including
for the use of curriculum material and instructional techniques. A novel approach
to the conundrum that instructors and students face in online learning environments
is the metaverse system. The difficulties instructors have in conveying specialized
classes and the percentage of student satisfaction with online learning are two note-
worthy concerns that can be fixed (Jeon, 2021).
Method
“Identification of inclusion and exclusion criteria, data sources and search strategies,
quality assessment, and data coding and analysis” (Kitchenham & Charters, 2007)
were the four processes used to perform the review. The specifics of these stages
are presented in the sub-sections that precede. The guidelines used to conduct the
present review research’s systematic review can be accessed within Kitchenham &
Charters (2007). Regarding improved organization, the systematic literature review
(SLR) approaches suggested in Moher et al. (2009a) were also used in this research.
The developed SLR method comprises the initial process of defining a review
standard, while the review processes include planning, conducting, and evaluating
the review. The review was carried out using the methods below. The search was
selected, the quality of the work was evaluated, the major research was picked, the
data were synthesized, the review was documented, the data was retrieved, and ulti-
mately, validation was carried out.
Furthermore, the research question formulation is an important part of the SLR
process because it establishes the research’s frames of reference at the outset. Fig-
ure 1 depicts the six stages of the review methodology that were employed in this
study. Figure 1 next highlights the procedure of merging a search strategy that
emphasizes developing the preliminary research. Even if this process is completed,
a method for determining the search terms/criteria must be developed, and the initial
research must be correlated to the SLR.
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Inclusion/exclusion criteria
The articles that meet the inclusion and exclusion criteria listed in Table 1 will be
analyzed for the review research.
The search for articles to be considered in this systematic review will begin in
May of 2022. The “ACM Digital Library, Emerald, Google Scholar, IEEE, Sci-
enceDirect, Springer, Taylor and Francis Online, and Wiley Online Library”
databases were employed to conduct a comprehensive search of published
research to compile the research articles for inclusion in this systematic review.
The search terms utilized to find pertinent publications were predicated on the
keywords in Table 2. Because keywords provide the foundation for accessibil-
ity to pertinent publications, proper keyword selection is critical for the selec-
tion of articles for inclusion in the systematic review (Costa & Monteiro, 2016).
The search findings acquired using the already mentioned keywords provided
Must involve metaverse systems in education Articles on metaverse systems but not in education field
Must involve research framework Articles without research framework
Must be written in English language Articles published in languages other than English
Must be published between 2011 and 2022
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accessibility to 177 articles (see Table 3), comprising 87 redundant articles that
were extracted. As a result, we received 90 articles. The researchers assessed
each article under the inclusion and exclusion criteria, with 41 research arti-
cles meeting the inclusion criteria and so being incorporated in the evaluation
procedure. Throughout the searching and filtration phases of the articles for the
present review paper, the Preferred Reporting Items for Systematic Reviews and
Meta-Analysis (PRISMA) were used (Moher et al., 2009b). Figure 2 shows the
PRISMA flowchart.
Quality assessment
Following filtration (N = 41), seven criteria from the quality assessment checklist
were used to assess the quality of the research articles that were eligible for further
analysis. Quality assessment is just as significant as inclusion and exclusion crite-
ria (Al-Emran et al., 2018). The quality assessment checklist is presented in Fig. 3.
The checklist was a tweaked version of (Kitchenham & Charters, 2007) suggestions,
and it was not intended to criticize any of the researchers’ projects. The questions
were scored using a three-point scale which is standard for scoring questions, with 1
point being allocated to ‘Yes,’ 0 points being allocated to ‘No,’ and 0.5 points being
allocated to ‘Partially.’ Any research could receive anywhere from 0 to 7 points.
The research’s higher overall score indicates that it is better able to respond to the
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research questions. The results of every research’s quality assessment are presented
in Table 4, which shows that all 41 studies met the quality assessment criteria, indi-
cating their acceptability and competence for further analysis.
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RQ1: What are the primary research goals of the articles collected?
(1) Analyzing the factors of adoption of virtual reality (N = 32), (2) Analyzing the
factors of adoption of metaverse systems (N = 5), (3) Analyzing the adoption and
usage of augmented reality (N = 3), and (4) Analyzing the factors that affect the use
of virtual classrooms to improve academic performance (N = 1) (see Fig. 4). Those
mentioned are the major themes that have been used to group the study objective of
the publications that have been analyzed. To sum up, the most common study issue
addressed is figuring out factors that influence students’ adoption of virtual reality. It
is important to remember that the keyword “adoption” alludes to research that gages
how well students are adopting virtual reality now before it becomes widely used
later, while “acceptance” pertains to research that assesses students’ acceptance of
virtual reality following their use.
RQ2: What are the primary research methods used in the articles gathered?
We can see that almost 97% of virtual reality academics focused primarily on
questionnaire surveys to gather data. The researches (N = 1) that employed hybrid
approaches come after this (e.g., interview, experiment, survey, etc.). This outcome
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methods 23
20
18
15
10
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Survey quesonnaire Online survey Interview
9
8
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2
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can be attributed to the survey instrument’s status as the most widely used approach
for a range of technology acceptance analyses and as a useful model testing resource
in the field of information systems. The prevalence of the evaluated papers accord-
ing to the research methodologies employed is displayed in Fig. 5.
RQ3: What are the primary countries represented in the articles accumulated?
Most of the gathered research (N = 8) was carried out in China. The research that
came after that was carried out in the USA (N = 5) and Taiwan (N = 7), accordingly.
This finding may be explained by the fact that Chinese academics are very interested
in researching virtual reality, and their focus is drawn to it. As a result, there is still
room for research on this topic in nations that the available studies did not cover.
According to the countries in which this research was conducted, the categorization
of the analyzed research is shown in Fig. 6.
Note that the frequency mentioned here is not in a one-to-one, for example, study
number P2 (Akour et al., 2022) was conducted in three countries (UAE, KSA, and
Oman). Study P7 was also conducted in the United States and China (George et al.,
2020).
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Scientific papers from a variety of fields were categorized as (General). The arrange-
ment of the examined papers in terms of their disciplines is shown in Fig. 7. We can
see that about half of the research (N = 20) did not identify the field of research.
Additionally, the preponderance of the reviewed research (17%) focused on medical
education (N = 7). Aviation training (N = 3) and tourism education (N = 2) are the
next two subjects, accordingly.
RQ5: What are the highest educational levels of the target group in the articles
that have been accumulated?
We can see that research done in higher education settings accounted for almost
83% of the studied papers (N = 34), trailed by research done in high school settings
(N = 2). The arrangement of the evaluated research according to educational level
is shown in Fig. 8. Considering graduate and undergraduate students are the most
frequent adopters of virtual reality for academic reasons, this conclusion may be
explained by the fact that virtual reality is more successful in the domain of instruct-
ing and studying within higher educational institutions.
RQ6: What are the primary software/tool used in the articles gathered?
General 20
Medical educaonal 7
Aviaon training 3
Tourism educaon 2
Shopping/commerce-rela... 1
Law 1
Laboratory experiments 1
English language educaon 1
Engineering educaon 1
Dance training 1
Construcon safety training 1
Chinese language educaon 1
Architecture students 1
0 5 10 15 20 25
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levels 35
34
30
25
20
15
10
5
2
4
0
Middle1school High school Others University students
PLS-SEM
AMOS-SEM
SPSS
VirtualPLS
The VR simulaon
Psych
R soware
Minitab soware
MARLCardio
KMO
Machine Learning
0 2 4 6 8 10 12 14 16
RQ7: What are the primary research model used in the articles accumulated?
We can see that the Technology Acceptance Model (TAM) was used in about
67% of the evaluated publications (N = 29), second by research that used the Uni-
fied Theory of Acceptance and Use of Technology (UTAUT) (N = 12). Consider-
ing graduate and undergraduate students are the most common adopters of virtual
reality for academic reasons, this conclusion could be explained by the fact that
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the TAM model is more beneficial in enhancing acceptance and adoption of new
technology within higher educational schools. The arrangement of the evaluated
research concerning the research model is shown in Fig. 10.
RQ8: What are the key factor categories in the articles gathered?
RQ9: What are the most frequently researched factors in the collated articles?
The factor frequencies determined from the reviewed studies are displayed in
Fig. 11. We have tallied the frequency of each factor employed in the gathered
research to determine which factors were most regularly utilized to prolong the
TAM or UTAUT in the virtual reality environment. Most research that extended
the TAM or UTAUT employing the factor is measured by the “frequency” char-
acteristic. Once the relevant studies were found, all the constructs offered in the
research were combined to establish the external factors frequently employed.
External factors whose ties to TAM or UTAUT were validated and corroborated
in three or more analyses were brought into consideration and evaluated to be
certain in the strength of the correlation between the external factors and TAM
or UTAUT. As a result, we can see that “Social Influence/Subjective Norm, Per-
formance Expectancy, Effort Expectancy, Facilitating Conditions, Perceived
Enjoyment, Self-efficacy, Immersion, Perceived Compatibility, User Satisfaction,
Imagination, Interaction, Perceived Anxiety, and Personal innovativeness” are
the most common observed factors that successfully influenced the adoption and
acceptance of the virtual reality setting.
35
30
29
25
20
15
10 12
5
1 1
0
Technology Acceptance Unified Theory of Flow theory Movaon-hygiene theory
Model Acceptance and Use of
Technology
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Espoused individualist/collectivist 1
Espoused masculinity/femininity 1
Espoused power distance 1
Espoused uncertainty avoidance 1
Experimental fidelity 1
Fantasization 1
Feedback 1
Flow 1
Future perception 1
Goal orientation 1
Hedonic quality-stimulation 1
Hygiene 1
Information overload 1
Information quality 1
Interface quality 1
Learner interaction 1
Learning outcome 1
Mastery-approach 1
Mastery-avoidance 1
Media richness 1
Mobility 1
Motivators 1
Nausea 1
Oculomotor 1
Organizational factor 1
Perceived behavioral control 1
Perceived health risk 1
Perceived interaction 1
Perceived Learning 1
Performance approach 1
Performance avoidance 1
Plausibility illusion 1
Pragmatic quality 1
Presence 1
Price willing to pay 1
Purchase attitude 1
Recommendation 1
Relatedness 1
Security, technology availability 1
Self-assessment of performance 1
Service quality 1
Social interactions 1
Social presence 1
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Perceived Anxiety 3
Interac on 3
Imagina on 3
User Sa sfac on 4
Personal innova veness 4
Perceived Compa bility 4
Immersion 5
Self-efficacy 10
Perceived Enjoyment 10
Facilita ng Condi ons 12
Effort Expectancy 12
Performance Expectancy 13
Social Influence /Subjec ve Norm 14
0 2 4 6 8 10 12 14 16
RQ10: Which key databases are these collated articles included in?
We can see that the number of research in the first top rank database, “Google
Scholar” (N = 22), is followed by “Springer” (N = 8), “ScienceDirect” (N = 7), “Tay-
lor & Francis” (N = 2), “ACM,” and “IEEE” (N = 1), in that order. The databases
where the evaluated study publications were nominated are depicted in Fig. 12.
RQ11: What are the trends across time in metaverse/virtual reality studies?
Figure 13, which shows the publication year, shows growth in virtual reality research
over time. The accumulation of research on virtual reality by year of publication is
shown in Fig. 13. As we can see, the research spans the years 2011–2022. The larg-
est number of papers has expanded quickly from one in 2011 to six in the previous
four years. There are now seven research projects in 2019, up from one research in
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ScienceDirect
17%
Google Scholar
54%
Springer
20%
16
14
14
12
10 9
8 7
6
4
4
2 2
2 1 1 1
0
2010 2012 2014 2016 2018 2020 2022 2024
2018. A sum of 34 studies was conducted, and nearly 83% of these 41 papers were
released between 2019 and 2022. With 14 papers, the year 2022 saw the most study
releases. The following year with the most papers was 2020, with a net of 9 papers
released in the virtual reality domain.
The current and previous studies shed insight on the use of various research meth-
ods, namely quantitative, qualitative, and mixed methods, in the context of the simi-
larity. In between the current review research and the other reviews, there are several
commonalities and distinctions. The strong influence of metaverse within higher
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Study implications
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metaverse was the technology that impacted metaverse classrooms the most. Pro-
spective decision making on the relevance and applicability of technologies over
others, particularly when it pertains to accepting synchronous or asynchronous
method assistance, can be assisted by the classification of educational technolo-
gies underneath the metaverse landscape. Additionally, this can help professionals
and teachers choose the technology that best complements their lesson plans and
develop appropriate preparations. Numerous theoretical, methodological, and peda-
gogical implications are provided by this systematic review.
This review study intends to thoroughly look into the various features of metaverse
investigations, focusing on the works that use IS theories and models. These view-
points comprise the publishing year, the country, the sample, the model or theory,
the technology, the study strategy, and the goal of the study. Regardless of the prem-
ise that earlier metaverse review research provided a beneficial comprehension of
the metaverse study, it is still disregarded to be thoroughly explored from various
angles. 41 research studies in aggregate have been evaluated carefully. There were a
maximum of seven noteworthy findings from the ongoing research. It is first impor-
tant to highlight that involvement in metaverse research on IS models and theories
began in 2019 (N = 7), and continued by 2020 (N = 9), with a notable surge in 2022,
when 14 scientific papers were produced. Second, many of the studies that were
collected were done in China, Taiwan, and the USA, accordingly. Third, in most of
the assessed research, it was discovered that university students made up most of the
data collection. Fourth, TAM is recognized as the most widely used model in fore-
casting people’s intentions to uphold the metaverse system. Fifth, it was discovered
that questionnaire surveys were the most widely used research method for data col-
lection. Sixth, it was discovered that SmartPLS (PLS-SEM) is an effective tool for
validating metaverse models. Seventh, the main research goal discussed in much of
the reviewed research is determining whether students adapt or accept virtual real-
ity and the technologies that support it. Three factors restrict this systematic review.
First, papers were gathered from only four scientific databases, including “ACM
Digital Library, Emerald, Google Scholar, IEEE, ScienceDirect, Springer, Taylor
and Francis Online, and Wiley Online Library”. In consequence, this might not give
a complete picture of the metaverse studies that have been submitted in other data-
bases. Academics might carry out checks for metaverse studies in additional data-
bases, such as Web of Science, Scopus, and Business Source Premier, as a prospec-
tive studies. Second, the application of IS theories and models in comprehending
the adoption of the metaverse was the exclusive subject of this research. Subsequent
studies could concentrate on evaluating more theories from the social science and
education fields. Third, the research used in the evaluation only looked at confer-
ence proceedings and journal articles. Upcoming analyses might look at publica-
tions namely books and book chapters in addition to the high-quality publications
that this research reflects.
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Acknowledgements This work is a part of a thesis submitted in fulfilment of a PhD in the Faculty of Art,
Computing and Creative Industries at Universiti Pendidikan Sultan Idris, Malaysia.
Declarations
Ethical statements I hereby declare that this manuscript is the result of my independent creation under
the reviewers’ comments. Except for the quoted contents, this manuscript does not contain any research
achievements that have been published or written by other individuals or groups. I am the only author of
this manuscript. The legal responsibility of this statement shell be borne by me.
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a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted
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applicable law.
Raghad Alfaisal received the MSc degree from Yarmouk University with a distinction, in 2008. He is
currently pursuing the PhD degree in Information Technology Education at Universiti Pendidikan Sultan
Idris (UPSI). His research interests include Mobile Learning, Internet of Things (IoT), and educational
technology.
Haslinda Hashim is a lecturer from the Faculty Of Art, Computing And Creative Industry, Universiti
Pendidikan Sultan Idris (UPSI), Tanjung Malim, Perak, Malaysia. He specializes in Instructional Tech-
nology & Educational Technology.
Ummu Husna Azizan is a lecturer from the Faculty Of Art, Computing And Creative Industry, Universiti
Pendidikan Sultan Idris (UPSI), Tanjung Malim, Perak, Malaysia. He specializes in Multimedia in educa-
tion, Gamification, Game Based Learning, and Instructional Technology.
13
The metaverse aids in exploring different pedagogical methodologies by offering immersive platforms where educators can simulate diverse instructional strategies . It allows the implementation of project-based, problem-based, and experiential learning techniques in a virtual setting that feels real to the participants . Educators can use these environments to test and adapt various methodologies according to the responses and engagement levels of students in real-time, thus tailoring educational experiences to be more inclusive and effective . Moreover, the metaverse provides a dynamic space for educators to collaborate and share insights on innovative teaching practices, enriching the pedagogical landscape .
The metaverse redefines operational paradigms in educational and industrial sectors by creating environments that require new management and leadership approaches . For educational sectors, the focus shifts to technologically proficient learning frameworks that can effectively integrate immersive experiences into the curriculum, necessitating skilled educators capable of leveraging digital tools and platforms . In industrial sectors, there is a demand for a workforce equipped to handle challenges of virtual and augmented realities, prompting industries to foster innovative training methodologies and collaborative work environments that mimic the physiology and applications of metaverse technologies . This transformation underscores the importance of adaptable skill sets that can thrive in dynamic, tech-driven landscapes.
Systematic reviews of metaverse and VR in education highlight the need for future research to focus on a broader geographical scope and explore more diverse educational contexts to understand different adoption factors . They suggest a shift towards employing mixed methodologies, incorporating interviews or focus groups alongside surveys to obtain a deeper understanding of user behaviors and experiences . Reviews also emphasize the importance of exploring post-acceptance models like the Expectation-Confirmation Model (ECM) to evaluate the long-term viability and impact of metaverse environments in education . This will enable a comprehensive understanding of how virtual environments can sustain educational engagement and improve learning outcomes.
Researchers face several challenges when studying metaverse implementations in education from the IS perspective, such as the lack of standardized theoretical models and frameworks to evaluate technology acceptance . Existing models like TAM and UTAUT have been used, but they do not fully capture the unique attributes of metaverse technologies . There is also a significant challenge in establishing methodologies that account for diverse educational contexts and technology readiness levels across different geographies . Additionally, data collection in these environments often relies on surveys, which may not fully reflect user experiences and outcomes, pointing to the need for mixed-method approaches that incorporate qualitative feedback to gain comprehensive insights .
Metaverse environments significantly enhance problem-solving skills in educational settings by providing immersive experiences where students can engage in complex simulations and scenarios . The metaverse facilitates a learning approach where learners can present and identify potential solutions to problems in a safe virtual environment, which allows experimentation without real-world consequences . As students navigate these virtual worlds, they engage in critical thinking and creativity, which improves their problem-solving abilities and prepares them for real-world challenges . Moreover, the use of avatars and collaborative platforms within the metaverse supports teamwork and communication skills, essential components of effective problem-solving .
The persistence feature of the metaverse has significant implications for educational continuity and data management by ensuring that interactions, resources, and data are retained even after the user logs out . This continuous availability allows for an uninterrupted learning experience, where students and educators can pick up where they left off without losing progress or context, making it easier to track long-term educational outcomes and strategies . Additionally, it supports robust data management practices as all interactions, feedback, and collaborative efforts can be stored and analyzed, providing insights into students' engagement and areas for improvement . This persistence is invaluable for developing personalized learning experiences and maintaining an enriching educational environment.
The metaverse facilitates self-directed learning and motivation among students by allowing them to control their learning pace and journey in an immersive environment that feels engaging and personal . Such platforms provide real feelings of innovative learning approaches and self-directed experiences, as they mimic real-life applications and promote active involvement . According to Jeon and Jung (2021), metaverse platforms significantly increase learners’ motivation and immersion levels by presenting challenges and tasks that require active problem-solving, thereby encouraging students to take the initiative in their learning process .
The Technology Acceptance Model (TAM) plays a vital role in understanding the adoption of VR and metaverse technologies in education by providing a framework to assess users' willingness to use these technologies . TAM helps identify factors such as perceived usefulness and ease of use, which influence teachers' and students' acceptance of the metaverse as an educational tool . This model assists in evaluating the effectiveness and potential barriers of integrating emerging technologies in educational settings, guiding stakeholders in implementing supportive measures for effective adoption .
The metaverse has been effectively used in problem-based learning (PBL) settings to enhance educational outcomes by providing a rich, immersive environment where students can engage with challenging scenarios that mirror real-world problems . Students and teachers can collaboratively present problems, brainstorm solutions, and test these solutions within a simulated context that the metaverse offers . This form of learning fosters critical thinking, creativity, and the application of theoretical knowledge in practical situations, thus improving both engagement and comprehension . Such experiences not only make learning captivating but also prepare students to tackle complex issues they may face in their professional lives.
The concepts of 'interactivity,' 'corporeity,' and 'persistence' are crucial in enhancing the educational experience within the metaverse by making the environment dynamic and engaging. Interactivity allows users to actively engage with the virtual environment and each other, fostering autonomous and collaborative learning environments with access to various resources . Corporeity relates to the realistic presence of avatars, which enrich the immersive experience because users can have better representation and interaction within the virtual realm . Persistence ensures that the learning environment remains active and unchanged even if the user exits, allowing for a continuous and coherent learning experience . These elements collectively create a robust and enriched educational atmosphere in the metaverse.