The Integration of AI and Metaverse in Education: A Systematic Literature Review
Abstract
:1. Introduction
1.1. Metaverse and Education
1.2. AI Within Metaverse for Education
1.3. Contribution
- 1.
- What disciplines are covered by the AI-driven metaverse in education?
- 2.
- How does the integration of AI in the metaverse affect student engagement, motivation, and participation in educational activities?
- 3.
- What AI techniques are utilized in the metaverse for education?
- 4.
- What are the challenges of utilizing AI in the metaverse for education?
2. Background
2.1. Metaverse and AI in Education
2.2. Related Systematic Reviews
2.3. Research Gap
3. Data Sources and Search Strategies
3.1. Keyword Occurrences
3.2. Derivation and Search Term Composition
3.3. Data Search and Selection
3.4. Identification
3.5. Screening
3.6. Eligibility
3.7. Inclusion
4. Results and Discussion
4.1. Rq1: What Disciplines Are Covered by the AI-Driven Metaverse in Education?
4.2. Rq2: How Does the Integration of AI in the Metaverse Affect Student Engagement, Motivation, and Participation in Educational Activities?
4.3. Rq3: What AI Techniques Are Utilized Within the Metaverse for Education?
- a
- - Algorithms for Supervised Learning: Support vector machines (SVM), logistic regression, random forests, decision trees, linear regression, and fuzzy logic.
- b
- - Algorithms for Unsupervised Learning: Hierarchical clustering, principal component analysis (PCA), and K-means clustering.
- c
- - Algorithms for Reinforcement Learning: Q-learning, Deep Q network (DQN).
- d
- - Algorithms for Deep Learning: Long short-term memory (LSTM), recurrent neural networks (RNN), convolutional neural networks (CNN), and transformers.
- e
- - Natural Language Processing: Generative Pre-trained Transformer (GPT)
4.4. Rq4: What Are the Challenges of Utilizing AI in the Metaverse for Education?
4.4.1. Technical Challenges
4.4.2. Algorithmic Bias
4.4.3. Ethical and Security Concerns
4.4.4. Integration and Interoperability Challenges
4.4.5. Computational Challenges
5. Discussion
6. Recommendations and Future Directions
6.1. AI Algorithms
6.2. Security
6.3. Interoperability
6.4. Infrastructure
7. Conclusions
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Reference | Articles/Time Span | Focus |
---|---|---|
[13] | 182 out of 3143/No time constraints | How the metaverse can improve education through the use of extended reality and the Internet of Everything technologies. |
[36] | 9 out of 85/up to December 2022 | Metaverse adoption in education. The reasons individuals may wish to use the metaverse for education. |
[35] | 33 out of 603/No time constaints | How the metaverse influences its users. |
[27] | 50 out of 311/Between January 2015 and April 2023 | Use of the metaverse for educational purposes, along with challenges and risks. |
[28] | 77 out of 77 /Up to December 2002 | Research trends, focus, and limitations in the educational metaverse. |
[29] | 5 out of 357/Up to 14 November 2022 | Acceptability of the use of metaverse in education over 16 years. |
[30] | 73 out of 365/Between December 2012 and May 2023 | Applications, challenges, themes of the research, and future perspectives of the metaverse in education. |
[31] | 41 out of 90/Up to May 2022 | Acceptability of the use of the metaverse in education. |
[32] | 219 out of 1728 (exclude papers with less than 5 citations per year)/Between 2016 and 2021 | Design of learning in immersive VR. |
[33] | 80 out of 2646/Between 2016 and 2018 | Design elements of existing research dedicated to the application of VR in higher education. |
[34] | 310 out of 413/Between 2004 and 2022 | The identity of those undertaking research concerning the metaverse for education, how they work together, and the main focus of their topics. |
[14] | 42 out of 1305/2012–2022 | The prevalence and current status of metaverse technology within the educational sector. |
Inclusion Criteria | Exclusion Criteria |
---|---|
|
|
Technique | Definition |
---|---|
Supervised Learning | This arises when tasks possess labeled data, and is a fundamental AI technique that supports pattern recognition and prediction. This method involves feeding datasets with known outcomes to AI systems to enable them to learn, with the chief objective being to identify patterns in the data to be utilized to translate input into the correct output. Speech recognition, recommendation systems, and picture classification are just a few of the fields in which supervised learning finds widespread use. |
Unsupervised Learning | This differs from supervised learning due to the absence of labeled data. Thus, without any prior knowledge, AI systems examine unlabeled data to identify underlying structures or patterns. Unsupervised learning is frequently used in clustering and dimensionality reduction. |
Reinforcement Learning | This is a branch of machine learning whose goal is the reinforcement of learning so as to maximize behavior in intricate settings. By using this method, AI systems acquire new skills by interacting with their surroundings and being rewarded or punished for their efforts. Reinforcement learning differs from supervised learning as it is based on experience rather than labeled data. |
Deep Learning | This is a specific type of machine learning that models complex patterns and representations in the data using multi-layered neural networks. Applications such as speech recognition, picture identification, and natural language processing demonstrate the power of deep learning. |
Natural Language Processing | NLP has made intuitive communication possible, revolutionizing human–computer interaction. It has enabled machines to comprehend, interpret, and produce human language and AI systems and to process, evaluate, and react to text or speech data in a manner that is similar to human language comprehension. |
Algorithm | Definition | Reference |
---|---|---|
Linear regression | Linear regression is a statistical method for modeling the relationship between a dependent variable and one or more independent variables by fitting a linear equation to the observed data. | [81] |
Logistic regression | Logistic regression is a statistical method used for binary classification, predicting the probability that a given input point belongs to a particular category using the logistic function. | [82] |
Support vector machines | Support vector machines are supervised learning models used for classification and regression that find the hyperplane that best separates different classes in the feature space. | [83] |
Decision trees | Decision trees are a non-parametric supervised learning method used for classification and regression by splitting the dataset into branches to form a tree-like model of decisions. | [84] |
Random forests | Random forests are an ensemble learning method that constructs multiple decision trees during training and outputs the mode of the classes (classification) or mean prediction (regression) of the individual trees. | [85] |
K-means clustering | K-means clustering is an unsupervised learning algorithm that partitions a dataset into K distinct clusters based on feature similarity, minimizing variance within each cluster. | [86] |
Hierarchical clustering | Hierarchical clustering is an unsupervised clustering technique that seeks to build a hierarchy of clusters by either a bottom-up (agglomerative) or top-down (divisive) approach. | [87] |
Principal component analysis (PCA) | PCA is a dimensionality reduction technique that transforms a dataset into a set of linearly uncorrelated variables (principal components) by identifying the directions of maximum variance. | [88] |
Q-learning | Q-learning is a model-free reinforcement learning algorithm that seeks to learn the value of an action in a particular state, allowing an agent to learn how to optimally act in a given environment. | [89] |
Deep Q network | DQN is a type of deep reinforcement learning algorithm that combines Q-learning with deep neural networks to approximate the Q-values, enabling the handling of high-dimensional state spaces. | [90] |
Convolutional neural networks | CNNs are a class of deep learning models primarily used for processing grid-like data, such as images, by employing convolutional layers to capture spatial hierarchies and local patterns. | [91] |
Recurrent neural networks | RNNs are a class of neural networks designed for processing sequences of data by using recurrent connections, allowing them to maintain information about previous inputs over time. | [92] |
Long short-term memory (LSTM) | LSTMs are a special kind of RNN designed to learn long-term dependencies by utilizing memory cells that can maintain information for long periods, effectively addressing the vanishing gradient problem. | [93] |
Fuzzy logic | Fuzzy logic is a form of many-valued logic that deals with reasoning that is approximate rather than precise, allowing for degrees of truth and enabling more flexible decision-making. Reference: Zadeh, L. A. (1965). “Fuzzy sets.” Information and Control. | [94] |
AI Algorithm | Purposes | Proposals |
---|---|---|
Linear Regression, Logistic Regression | Training a machine learning model on pre-processed data. | [95,96] |
Support Vector Machines | Classification recognition for digital twin technology. | [97] |
Decision Trees | (i) Forecasting how parameters in an algorithm will be correlated for machine learning; (ii) mimicking learner reactions that resemble those of a human. | [63,67,95,98] |
K-Means Clustering | Improving the route for the transmission of 360-degree immersive VR football instructional films and determining the position for the closest proxy server for each participant. | [99,100] |
Principal Component Analysis | (i) Integrating VR with machine learning to examine the accuracy of the trained algorithm; (ii) identifying high-level properties from raw eye tracker data. | [60,69,99] |
Q-Learning, Hierarchical Reinforcement Learning | Increasing the intelligence of non-player characters. | [63] |
Convonlutional Neural Networks | (i) Understanding speech executor; (ii) detecting emotion and offering recommendations regarding teaching methods; (iii) simulating how the nerve that supplies vision in humans interprets visual data; (iv) rating the second generation of web technology’s performance in the football classroom. | [48,63,68,96,100,101] |
Recurrent Neural Networks | Understanding of context-aware speech in aircraft training and education. | [101] |
Long Short-Term Memory | Connecting VR to machine learning. | [99] |
Fuzzy Logic | (i) Incorporating human subjective cognition into the Item Response Theory (IRT) learning system; (ii) developing a better and captivating classroom for learners; (iii) providing a simple solution resembling GUI. | [60,102] |
NLP | (i) Constructing a ubiquitous operating system model for the metaverse; (ii) examining the potential impact of chatbots on managerial training; (iii) studying how AI chatbots within virtual world settings affect preliminary English instructors; (iv) examining the impacts of using chatbots within the metaverse for education. | [51,56,103,104,105] |
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Almeman, K.; EL Ayeb, F.; Berrima, M.; Issaoui, B.; Morsy, H. The Integration of AI and Metaverse in Education: A Systematic Literature Review. Appl. Sci. 2025, 15, 863. https://doi.org/10.3390/app15020863
Almeman K, EL Ayeb F, Berrima M, Issaoui B, Morsy H. The Integration of AI and Metaverse in Education: A Systematic Literature Review. Applied Sciences. 2025; 15(2):863. https://doi.org/10.3390/app15020863
Chicago/Turabian StyleAlmeman, Khalid, Faycel EL Ayeb, Mouhebeddine Berrima, Brahim Issaoui, and Hamdy Morsy. 2025. "The Integration of AI and Metaverse in Education: A Systematic Literature Review" Applied Sciences 15, no. 2: 863. https://doi.org/10.3390/app15020863
APA StyleAlmeman, K., EL Ayeb, F., Berrima, M., Issaoui, B., & Morsy, H. (2025). The Integration of AI and Metaverse in Education: A Systematic Literature Review. Applied Sciences, 15(2), 863. https://doi.org/10.3390/app15020863