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Learning in the Metaverse. The ability to have personalized pathways, agency in communication, imaginative environments and connections to global peer learning will enhance how we educate.

Schoolio's Metaverse Roadmap

We believe the metaverse brings a new opportunity for interactive learning, social engagement and unprecedented imagination.

  • Independent learning and exploring subjects of interest.
  • Joining groups for project-based exploration
  • Teach and host 
  • Real-time guides
  • Earn rewards with participation and creation

We are exploring various models that include text-to-sentiment analysis, behaviour monitors, emotional checkpoints, peer accountability and more. This particular area will continuously focus on innovation and improvement.

We are still investigating how these technologies can add value to our Schoolio community. 

For more than 100 years, the basic structure of schooling has centered on ‘the box’ – one teacher guiding a class of same-aged students through an annual, standardized curriculum – often with the aid of a textbook.

New technologies and new advances in the science of learning make it more possible than ever to fundamentally reimagine schooling in ways that move beyond these limits. 

The Metaverse has been the centre of attraction for educationists for quite some time. This field got renewed interest with the announcement of social media giant Facebook as it rebranding and positioning it as Meta.

A diagram of the 4 types of Metaverse according to Metaverse Roadmap Summit (Kye et al.,2021) (CC BY 4.0)

Though the roadmap was techno-centric, Kye et al. (2021) presented an educational definition (with possibilities and limitations) of the 4 types of the Metaverse proposed from the Roadmap Summit. According to Fig. 1, there are four categories of Metaverse technology, namely:

  1. Augmented Reality (AR),
  2. Lifelogging,
  3. Mirror Worlds
  4. Virtual Worlds.

 

The four categories are characterized by the two axes: Augmentation versus Simulation (A vs. S) and External versus Intimate (E vs I). For the Augmentation technology, a new visual function is added to the existing environment by superimposing digital information on the physical world that we perceive. In contrast, the Simulation technology generates and manipulates models of the existing physical environment and creates virtual interactions and experiences. The other division deals with external/internal worlds. For the External world, the technology focuses on the users’ external environment by displaying information about the surroundings and how to control them. In contrast, the Intimate world uses technology that focuses on the identity and behaviour of individuals or objects by creating inner worlds of avatars or digital profiles where users have agency in the digital environment. The results of the integrations of these two axes produced four types of the Metaverse. In the Augmented Reality Metaverse, the technology features building smart environments that are based on location networks such as in Pokémon Go. For Lifelogging Metaverse, the technology features recording everyday information about people or objects using AR technology for Facebook or Instagram for example. In Mirror Worlds’ Metaverse, the technology builds virtual maps and models using GPS technology on apps such as Google Earth or Google Maps. For the Virtual Worlds’ Metaverse, the technology is based on avatars interacting virtually and reflecting different personas.