Investigating the Social Sustainability of Immersive Virtual Technologies in Higher Educational Institutions: Students’ Perceptions toward Metaverse Technology
Abstract
:1. Introduction
2. Literature Review
2.1. Educational Activities in the Metaverse: A Glimpse into the Future of Higher Education
2.2. Metaverse Technology and Pedagogical Frameworks in the HEIs
- (1)
- Constructivism: This approach highlights the learner’s proactive involvement in knowledge construction through first-hand experiences. Within the Metaverse, educators have the ability to generate immersive settings where students actively participate in creating their comprehension by engaging with the digital realm and working on projects or simulations.
- (2)
- Experiential Learning: Based on the theories of John Dewey and David Kolb, experiential learning emphasizes the acquisition of knowledge through direct encounters and subsequent reflection. The Metaverse provides prospects for immersive and practical education, enabling students to actively participate in virtual simulations, experiments, and role-playing scenarios.
- (3)
- Connectivism: Established by George Siemens, it underscores learning as a process that occurs within a network, wherein learners establish connections with resources, knowledge, and other learners. Within the Metaverse, students have the ability to collaborate without limitations, access a wide range of materials, and participate in interconnected learning communities.
- (4)
- Bloom’s Taxonomy is a framework that classifies cognitive abilities into different levels, ranging from basic thinking skills like remembering and understanding, to more advanced thinking skills like applying, analyzing, evaluating, and producing. Teachers have the ability to create tasks within the virtual reality world that are tailored to various levels of Bloom’s Taxonomy, promoting the development of analytical thinking and imaginative skills.
- (5)
- Universal Design for Learning (UDL) is an approach that fosters inclusive education through the provision of many methods for presenting information, engaging students, and expressing knowledge. Within the Metaverse, educators possess the ability to generate a wide range of educational resources, inclusive settings, and numerous methods of interaction to cater to various learning preferences and capabilities.
- (6)
- Game-Based Learning and Gamification: By utilizing components of games or concepts of game design, educators can employ the Metaverse to construct learning experiences that incorporate game-like characteristics. These experiences aim to enhance student engagement, motivation, and the acquisition of skills.
- (7)
- Learning Analytics: By harnessing data and analytics derived from students’ interactions in the Metaverse, educators can apply learning analytics frameworks to obtain insights into students’ advancement, preferences, and areas requiring enhancement. The utilization of data can provide valuable insights to enhance tailored learning experiences.
- (8)
- The utilization of Augmented Reality (AR) and Virtual Reality (VR) in the field of Education: Although not a distinct theory, incorporating AR and VR technology into the Metaverse is consistent with pedagogical methods that prioritize immersive and experiential learning, enabling students to engage with knowledge in novel ways.
2.3. Theoretical Background and Hypotheses
2.3.1. Performance Expectancy (PE)
2.3.2. Effort Expectancy (EE)
2.3.3. Social Influence (SI)
2.3.4. Facilitating Conditions (FCs)
2.3.5. Perceived Curiosity (PC)
2.3.6. Extraversion (EXT) as a Critical Personality Trait
3. Research Methodology
3.1. Study Sample and Data Collection
- Demographic profiles of study respondents
3.2. Measurement
4. Data Analysis and Results
4.1. Descriptive Statistics
4.2. Measurement Model
4.3. Structural Model
5. Discussion, Implications, Limitations, and Future Research
5.1. Theoretical and Practical Implications
5.2. Limitations and Future Work
6. Conclusions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
Construct | Code | Measurement Item | Source (s) |
---|---|---|---|
Performance Expectancy | PE1 | I find the Metaverse technology to be useful for my study purposes. | [6,10,44] |
PE2 | Using the Metaverse technology makes it easier for me to achieve my study goals. | ||
PE3 | Using the Metaverse technology improves my learning efficiency. | ||
Effort Expectancy | EE1 | My interaction with the Metaverse technology for educational purposes is clear and understandable. | [6,10,44] |
EE2 | I think the Metaverse technology for educational purposes is easy to use. | ||
EE3 | Learning to use the Metaverse technology for educational purposes is easy for me. | ||
Facilitating Conditions | FC1 | There are online resources to show me how to use the Metaverse technology for educational purposes. | [6,10,44] |
FC2 | There are online customer service providers to show me how to use the Metaverse technology for educational purposes. | ||
FC3 | There are online customer service providers to help me when I have difficulties using the Metaverse technology for educational purposes. | ||
FC4 | Using the Metaverse technology for educational purposes is compatible with other technology I use. | ||
Social influence | SI1 | People who are important to me would think that I should use the Metaverse educational platform. | [6,10,44] |
SI2 | People whose opinions I value would like me to use the Metaverse educational platform. | ||
SI3 | People who influence my behavior would think that I should use the Metaverse educational platform. | ||
Perceived Curiosity | PC1 | I follow the news about Metaverse out of curiosity. | [62,79] |
PC2 | I cannot wait to try Metaverse. | ||
PC3 | I enjoy spending hours on a question related to using Metaverse because I cannot be comfortable without getting an answer. | ||
PC4 | I enjoy learning about subjects using Metaverse technology as this experience is new to me. | ||
Extraversion | EXT1 | The Metaverse encourages university students to be outgoing and sociable. | [67,68,69,98] |
EXT2 | The Metaverse encourages university students to be conversationalists. | ||
EXT3 | The Metaverse promotes the cultivation of confidence and sociability among university students. | ||
Social sustainability | SS1 | The use of Metaverse in the educational process ensures equal personal development and engagement opportunities for learners. | [96,97] |
SS2 | The use of Metaverse promotes social issues, including the development of communities, cultural competency, social equity, social assistance, responsibility for society, etc. | ||
SS3 | In general, implementing Metaverse for the educational process contributes to taking aspects like equal opportunities and diversity management into consideration. |
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Demographics | No. | (%) |
---|---|---|
Gender | ||
| 215 | 50.1% |
| 207 | 49.9% |
Age | ||
| 346 | 82% |
| 37 | 8.8% |
| 30 | 7.1% |
| 9 | 2.1% |
Academic level | ||
| 368 | 87.2% |
| 36 | 8.5% |
| 18 | 4.3% |
Majors | ||
| 114 | 27% |
| 101 | 24% |
| 46 | 11% |
| 17 | 4% |
| 51 | 12% |
| 21 | 5% |
| 34 | 8% |
| 38 | 9% |
Competency levels of using virtual IT and/or Metaverse | ||
| 114 | 27% |
| 198 | 47% |
| 110 | 26% |
Variables | Mean | SD | α |
---|---|---|---|
Performance Expectancy (PE) | 3.69 | 1.17 | 0.903 |
Effort Expectancy (EE) | 3.66 | 1.16 | 0.898 |
Social Influence (SI) | 3.69 | 1.33 | 0.818 |
Facilitating Conditions (FC) | 3.52 | 1.09 | 0.796 |
Perceived Curiosity (PC) | 3.43 | 1.33 | 0.910 |
Extraversion (EXT) | 3.67 | 1.32 | 0.849 |
Social sustainability of MVTECH (SS) | 3.53 | 1.19 | 0.797 |
CR | AVE | PE | EE | SI | FC | PC | EXT | SS | |
---|---|---|---|---|---|---|---|---|---|
PE | 0.734 | 0.526 | 0.725 | ||||||
EE | 0.830 | 0.688 | 0.413 | 0.829 | |||||
SI | 0.788 | 0.570 | 0.485 | 0.529 | 0.754 | ||||
FC | 0.756 | 0.507 | 0.505 | 0.506 | 0.547 | 0.712 | |||
PC | 0.801 | 0.618 | 0.396 | 0.424 | 0.449 | 0.536 | 0.786 | ||
EXT | 0.846 | 0.765 | 0.413 | 0.457 | 0.458 | 0.608 | 0.467 | 0.810 | |
SS | 0.758 | 0.523 | 0.410 | 0.448 | 0.477 | 0.468 | 0.519 | 0.507 | 0.723 |
Hypotheses | Path | Path Coefficient (β) | Supported |
---|---|---|---|
H1 | PE >> SS | 0.172 * | Yes |
H2 | EE >> SS | 0.042 | No |
H3 | SI >> SS | 0.034 | No |
H4 | FC >> SS | 0.151 * | Yes |
H5 | PC >> EE | 0.235 ** | Yes |
H6 | EXT >> SS | 0.193 * | Yes |
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Alkhwaldi, A.F. Investigating the Social Sustainability of Immersive Virtual Technologies in Higher Educational Institutions: Students’ Perceptions toward Metaverse Technology. Sustainability 2024, 16, 934. https://doi.org/10.3390/su16020934
Alkhwaldi AF. Investigating the Social Sustainability of Immersive Virtual Technologies in Higher Educational Institutions: Students’ Perceptions toward Metaverse Technology. Sustainability. 2024; 16(2):934. https://doi.org/10.3390/su16020934
Chicago/Turabian StyleAlkhwaldi, Abeer F. 2024. "Investigating the Social Sustainability of Immersive Virtual Technologies in Higher Educational Institutions: Students’ Perceptions toward Metaverse Technology" Sustainability 16, no. 2: 934. https://doi.org/10.3390/su16020934
APA StyleAlkhwaldi, A. F. (2024). Investigating the Social Sustainability of Immersive Virtual Technologies in Higher Educational Institutions: Students’ Perceptions toward Metaverse Technology. Sustainability, 16(2), 934. https://doi.org/10.3390/su16020934