Exploring the Metaverse as an interactive learning environment
The Metaverse is not new, but it is gaining a lot of attention for interactive learning as the various elements required to enable “self-configuring, immersive environments” (Jaynes et al, 2003: p115) are becoming more widely available. Virtual reality spaces began connecting on the internet nearly thirty years ago (Pesce, 1995) allowing users to “swim through web data” (Rospigliosi, 1997), but these early experiments were of limited use in education. Since 2003 Second Life has offered educators a virtual reality environment which could be managed within a standard web browser and excited a spurt of innovation in interactive learning. This collection will highlight useful research based in Second Life in areas such as designing immersive VR learning environments (De Back et al, 2021), problem based learning (Sancar-Tokmak & Dogusoy, 2020) and language learning (Parmaxi , 2020). Second Life generated a range of interest among educators, but it has not been adopted in large scale, unlike Roblox and Minecraft, two self-configuring and immersive environment where many young people are learning to build and make (Rospigliosi, 2021). These platforms, and others used purely for gaming, such as Fortnight, indicate the possibilities of mass adoption of the metaverse for entertainment. At the same time, platforms for virtual working such as the Microsoft Teams extension Mesh show a workplace-based interest in access to the Metaverse for computer supported collaborative work (CSCW). Recent developments in generative artificial intelligence show promise as a basis for extending the scale and scope of the metaverse for learning environments. Tools such as Chat GPT offer the possibility of discursive engagement (Rospigliosi, 2023) and the conversation proposed by Pask as the basis for computer based systems of learning and teaching (1976). References (not included in the collection) Jaynes, C., Seales, W.B., Calvert, K., Fei, Z. and Griffioen, J., 2003, May. The Metaverse: a
Edited by
Pericles 'asher' Rospigliosi(Principal lecturer: e-commerce, digital marketing and the digital economy, The University of Brighton UK)