294
Views
2
CrossRef citations to date
0
Altmetric
Research Article

Predicting the future of experiential and adventurous learning in the metaverse

Pages 21-34 | Received 10 Jul 2022, Accepted 18 May 2023, Published online: 04 Jun 2023

References

  • Aldrich, C. (2009). Learning online with games, simulations, and virtual worlds: Strategies for online instruction. John Wiley & Sons.
  • Amin-Naseri, M., Chakraborty, P., Sharma, A., Gilbert, S. B., & Hong, M. (2018). Evaluating the reliability, coverage, and added value of crowdsourced traffic incident reports from Waze. Transportation Research Record, 2672(43), 34–43. https://doi.org/10.1177/0361198118790619
  • Anderson, A. P., Mayer, M. D., Fellows, A. M., Cowan, D. R., Hegel, M. T., & Buckey, J. C. (2017). Relaxation with immersive natural scenes presented using virtual reality. Aerospace Medicine and Human Performance, 88(6), 520–526. https://doi.org/10.3357/AMHP.4747.2017
  • Aniuranti, A. (2021). The use of ice breakers in online English grammar classes. Surakarta English and Literature Journal, 4(2), 85–97. https://doi.org/10.52429/selju.v4i2.670
  • Bayram, A. (2022). Metaleisure: Leisure time habits to be changed with metaverse. Journal of Metaverse, 2(1), 1–7. https://dergipark.org.tr/en/pub/jmv/issue/67967/1065227
  • Beames, S., Mackie, C., & Atencio, M. (2019). Adventure and society. Palgrave Macmillan. https://doi.org/10.1007/978-3-319-96062-3
  • Bisson, C., & Bisson, J. (2019). Outdoor education teaching strategies: Increase student engagement while transforming your teaching. Independently Published.
  • Brey, P. (2014). Virtual reality and computer simulation. In Ethics and emerging technologies (pp. 315–332). Palgrave Macmillan. https://doi.org/10.1057/9781137349088_21
  • Brookes, A. (2003). A critique of neo-Hahnian outdoor education theory. Part one: Challenges to the concept of “character building”. Journal of Adventure Education & Outdoor Learning, 3(1), 49–62. https://doi.org/10.1080/14729670385200241
  • Bunge, M. (1963). A general black box theory. Philosophy of Science, 30(4), 346–358. https://doi.org/10.1086/287954
  • Cercel, I., & Iftene, A. (2021, January). Planetarium-an augmented reality application. In Proceedings of the Conference on Mathematical Foundations of Informatics MFOI2020, Kyiv, Ukraine (pp. 62–77).
  • Chang, L., Zhang, Z., Li, P., Xi, S., Guo, W., Shen, Y., Xiong, Z., Kang, J., Niyato, D., Qiao, X., & Wu, Y. 6G-enabled edge AI for metaverse: Challenges, methods, and future research directions. (2022). Journal of Communications and Information Networks, 7(2), 107–121. arXiv preprint arXiv:2204.06192. https://doi.org/10.48550/arXiv.2204.06192
  • Chen, J. (2012). 50 digital team-building games. John Wiley & Sons.
  • Chen, A., Mari, S., Grech, S., & Levitt, J. (2020). What we know about massively multiplayer online role-playing games. Harvard Review of Psychiatry, 28(2), 107–112. https://doi.org/10.1097/HRP.0000000000000247
  • Cheok, A. D., & Karunanayaka, K. (2018). Virtual taste and smell technologies for multisensory internet and virtual reality. Springer. https://doi.org/10.1007/978-3-319-73864-2_2
  • COTH. (2021, June 7). THEORY: Mechanisms of change. Canadian outdoor therapy & healthcare: A research collaboratory. http://coth.ca/theo.html#MOC
  • Damar, M. (2021). Metaverse shape of your life for future: A bibliometric snapshot. Journal of Metaverse, 1(1), 1–8. https://doi.org/10.48550/arXiv.2112.12068
  • de Juan-Ripoll, C., Llanes-Jurado, J., Giglioli, I. A. C., Marín-Morales, J., & Alcañiz, M. (2021). An immersive virtual reality game for predicting risk taking through the use of implicit measures. Applied Sciences, 11(2), 825. https://doi.org/10.3390/app11020825
  • Dhelim, S., Kechadi, T., Chen, L., Aung, N., Ning, H., & Atzori, L. (2022). Edge-enabled metaverse: The convergence of metaverse and mobile edge computing. arXiv preprint arXiv:2205.02764. https://doi.org/10.48550/arXiv.2205.02764
  • Dick, S. (2019). Artificial intelligence. Harvard Data Science Review, 1(1). https://doi.org/10.1162/99608f92.92fe150c
  • DiPietro, R., & Cresci, S. (2021, December). Metaverse: Security and privacy issues. In 2021 Third IEEE International Conference on Trust, Privacy and Security in Intelligent Systems and Applications (TPS-ISA) (pp. 281–288). IEEE. https://ieeecomputersociety.org/10.1109/TPSISA52974.2021.00032
  • Doering, A. (2007). Adventure learning: Situating learning in an authentic context. Innovate: Journal of Online Education, 3(6). https://www.learntechlib.org/p/171453/ Retrieved July 10, 2022
  • Dormer, R., Cacali, E., & Senna, M. (2017). Having a blast with a computer-mediated information gap task: Keep talking & nobody explodes in the EFL. Language Teacher, 41(4), 31. https://doi.org/10.37546/JALTTLT41.4
  • Drucker, P. F. (2011). Managing for the future. Routledge. https://doi.org/10.4324/9780080575315
  • Ewert, A. W. (1983). Outdoor adventure and self-concept: A research analysis. Center of Leisure Studies, University of Oregon.
  • Farnsworth, E. J., Chu, M., Kress, W. J., Neill, A. K., Best, J. H., Pickering, J., Stevenson, R. D., Courtney, G. W., VanDyk, J. K., & Ellison, A. M. (2013). Next-generation field guides. BioScience, 63(11), 891–899. https://doi.org/10.1525/bio.2013.63.11.8
  • Fedorov, R., Frajberg, D., & Fraternali, P. (2016, June). A framework for outdoor mobile augmented reality and its application to mountain peak detection. In International Conference on Augmented Reality, Virtual Reality and Computer Graphics (pp. 281–301). Springer, Cham.
  • Felnhofer, A., Kothgassner, O. D., Beutl, L., Hlavacs, H., & Kryspin-Exner, I. (2012). Is virtual reality made for men only? Exploring gender differences in the sense of presence. Proceedings of the International Society on presence research, Philadelphia, Pennsylvania, USA (pp. 103–112).
  • Festinger, L. (1957). A theory of cognitive dissonance. Stanford University Press. https://doi.org/10.1515/9781503620766
  • Gass, M. (1985). Programming the transfer of learning in adventure education. The Journal of Experiential Education, 10(3), 18–24. https://doi.org/10.1177/105382598500800305
  • Gass, M. A., Gillis, H. L., & Russell, K. C. (2020). Adventure therapy: Theory, practice, & research. Routledge. https://doi.org/10.4324/9781003016618
  • Grimshaw, M., Charlton, J., & Jagger, R. (2011). First-person shooters: Immersion and attention. Eludamos: Journal for Computer Game Culture, 5(1), 29–44. https://doi.org/10.7557/23.6125
  • Gursoy, D., Malodia, S., & Dhir, A. (2022). The metaverse in the hospitality and tourism industry: An overview of current trends and future research directions. Journal of Hospitality Marketing & Management, 31(5), 1–8. https://doi.org/10.1080/19368623.2022.2072504
  • Hasler, B. S., Landau, H., Hasson, D., Schori-Eyal, Y., Giron, N., Levy, J., Halperin, E., & Friedman, D. (2021). Virtual reality-based conflict resolution: The impact of immersive 360° video on changing view points and moral judgment in the context of violent intergroup conflict. New Media & Society, 23(8), 2255–2278. https://doi.org/10.1177/2F1461444821993133
  • Hearst, M. A., Pedersen, E., Patil, L., Lee, E., Laskowski, P., & Franconeri, S. (2019). An evaluation of semantically grouped word cloud designs. IEEE Transactions on Visualization and Computer Graphics, 26(9), 2748–2761. https://doi.org/10.1109/TVCG.2019.2904683
  • Heller, B., & Bar-Zeev, A. (2021 1). The problems with immersive advertising: In AR/VR, nobody knows you are an ad. Journal of Online Trust and Safety, 1. https://doi.org/10.54501/jots.v1i1.21
  • Herman, L. M., & Sherman, J. (2019, July). Virtual nature: A psychologically beneficial experience. In International Conference on Human-Computer Interaction (pp. 441–449). Springer, Cham.
  • Howe, J. (2006). The rise of crowdsourcing. Wired Magazine, 14(6), 1–4. https://www.wired.com/2006/06/crowds/
  • Hwang, G. J., & Chien, S. Y. (2022). Definition, roles, and potential research issues of the metaverse in education: An artificial intelligence perspective. Computers and Education: Artificial Intelligence, 100082. https://doi.org/10.1016/j.caeai.2022.100082
  • Iqbal, M. H., Aydin, A., Brunckhorst, O., Dasgupta, P., & Ahmed, K. (2016). A review of wearable technology in medicine. Journal of the Royal Society of Medicine, 109(10), 372–380. https://doi.org/10.1177/0141076816663560
  • James, W. (1907). The moral equivalent of war. Int’l Conciliation, 1, 403. https://heinonline.org/HOL/LandingPage?handle=hein.journals/intcon1&div=30&id=&page=
  • Jego, L., Gallardo, I., & Besoain, F. (2019, November). Developing a virtual reality experience with game elements for tourism: Kayak simulator. In 2019 IEEE CHILEAN Conference On Electrical, Electronics Engineering, Information And Communication Technologies (CHILECON) (pp. 1–6). IEEE. https://doi.org/10.1109/CHILECON47746.2019.8988058
  • Jones, H. G. (2020). What plant is that? Tests of automated image recognition apps for plant identification on plants from the British flora. AoB Plants, 12(6), laa052. https://doi.org/10.1093/aobpla/plaa052
  • Joy, A., Zhu, Y., Peña, C., & Brouard, M. (2022). Digital future of luxury brands: Metaverse, digital fashion and non‐fungible tokens. Strategic Change, 31(3), 337–343. https://doi.org/10.1002/jsc.2502
  • Kadry, A. (2022). The metaverse revolution and its impact on the future of advertising industry. Journal of Design Sciences and Applied Arts, 3(2), 347–358. https://doi.org/10.21608/jdsaa.2022.129876.1171
  • Kerruish, E. (2019). Arranging sensations: Smell and taste in augmented and virtual reality. The Senses & Society, 14(1), 31–45. https://doi.org/10.1080/17458927.2018.1556952
  • Kiong, L. V. (2021). DeFi, NFT and GameFi Made Easy: A Beginner’s Guide to Understanding and Investing in DeFi, NFT and GameFi Projects. Liew Voon Kiong.
  • Klint, K. (1992). Competence motivation revisited: The influence of self-efficacy, attribution and risk taking. Journal of Adventure Education and Outdoor Leadership, 9(4).
  • Klint, K. A. (1990). New directions for inquiry into self-concept and adventure experiences. In J. C. Miles & S. Priest (Eds.), Adventure Education (pp. 163–172). Venture.
  • Kolb, D. A. (1984). Experiential learning. Prentice Hall.
  • Kolb, D. A. (2014). Experiential learning: Experience as the source of learning and development. Pearson Education.
  • Kolomaznik, M., Sullivan, M., & VyVyan, K. (2017). Can virtual reality engage students with teamwork? International Journal of Innovation in Science and Mathematics Education, 25(4), 32–44.
  • Kosmalla, F., Zenner, A., Speicher, M., Daiber, F., Herbig, N., & Krüger, A. (2017, May). Exploring rock climbing in mixed reality environments. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, Denver, Colorado, USA (pp. 1787–1793). https://doi.org/10.1145/3027063.3053110
  • Krupić, D., Žuro, B., & Corr, P. J. (2021). Anxiety and threat magnification in subjective and physiological responses of fear of heights induced by virtual reality. Personality & Individual Differences, 169, 109720. https://doi.org/10.1016/j.paid.2019.109720
  • Kshetri, N. (2022). Policy, ethical, social, and environmental considerations of Web3 and the metaverse. IT Professional, 24(3), 4–8. https://doi.org/10.1109/MITP.2022.3178509
  • Liew, V. K. (2021). Metaverse Made Easy: A Beginner’s Guide to the Metaverse: Everything you need to know about Metaverse, NFT and GameFi. Liew Voon Kiong.
  • Lim, W. Y. B., Xiong, Z., Niyato, D., Cao, X., Miao, C., Sun, S., & Yang, Q. (2022). Realizing the metaverse with edge intelligence: A match made in heaven. arXiv preprint arXiv:2201.01634. 1–9. https://doi.org/10.48550/arXiv.2201.01634
  • Mahecha, M. D., Rzanny, M., Kraemer, G., Mäder, P., Seeland, M., & Wäldchen, J. (2021). Crowd‐sourced plant occurrence data provide a reliable description of macroecological gradients. Ecography, 44(8), 1131–1142. https://doi.org/10.1111/ecog.05492
  • Maloney, D., Freeman, G., & Robb, A. (2021, June). Stay connected in an immersive world: Why teenagers engage in social virtual reality. Interaction Design and Children, 69–79. https://doi.org/10.1145/3459990.3460703
  • Moos, D. C., & Honkomp, B. (2011). Adventure learning: Motivating students in a Minnesota middle school. Journal of Research on Technology in Education, 43(3), 231–252. https://doi.org/10.1080/15391523.2011.10782571
  • Narin, N. G. (2021). A content analysis of the metaverse articles. Journal of Metaverse, 1(1), 17–24. https://dergipark.org.tr/en/pub/jmv/issue/67581/1051382
  • Nicholson, S. (2012, March). Completing the experience: Debriefing in experiential educational games. In Proceedings of the 3rd international conference on society and information technologies, Winter Garden, Florida, USA (pp. 117–121).
  • Niu, X., & Feng, W. (2022). Immersive entertainment environments-from theme parks to metaverse. In International Conference on Human-Computer Interaction (pp. 392–403). Springer, Cham.
  • Ohyama, S., Nishiike, S., Watanabe, H., Matsuoka, K., Akizuki, H., Takeda, N., & Harada, T. (2007). Autonomic responses during motion sickness induced by virtual reality. Auris, Nasus, Larynx, 34(3), 303–306. https://doi.org/10.1016/j.anl.2007.01.002
  • Osivand, S. (2021). Investigation of metaverse in cryptocurrency. GSC Advanced Research and Reviews, 9(3), 125–128. https://doi.org/10.30574/gscarr.2021.9.3.0306
  • Paavilainen, J., Korhonen, H., Alha, K., Stenros, J., Koskinen, E., & Mayra, F. (2017, May). The Pokémon GO experience: A location-based augmented reality mobile game goes mainstream. In Proceedings of the 2017 CHI conference on human factors in computing systems, Denver, Colorado, USA (pp. 2493–2498). https://doi.org/10.1145/3025453.3025871
  • Park, S. M., & Kim, Y. G. (2022). A Metaverse: Taxonomy, components, applications, and open challenges. IEEE Access, 10, 4209–4251. https://doi.org/10.1109/ACCESS.2021.3140175
  • Priest, S. (2000). Virtualteamworks.com’s 100 of the best virtual team-building events. Tarrak Technologies.
  • Priest, S., & Gass, M. (2018). Effective leadership in adventure programming, 3E. Human Kinetics.
  • Priest, S., Gass, M. A., & Gillis, H. L. (2000). Essential elements of facilitation. Tarrak Technologies.
  • Ranasinghe, N., Nguyen, T. N. T., Liangkun, Y., Lin, L. Y., Tolley, D., & Do, E. Y. L. 2017. “Vocktail: A virtual cocktail for pairing digital taste, smell, and color sensations.” In Proceedings of the 2017 ACM on Multimedia Conference, 1139–1147. New York: ACM.
  • Rauschnabel, P. A., Felix, R., Hinsch, C., Shahab, H., & Alt, F. (2022). What is XR? Towards a framework for augmented and virtual reality. Computers in Human Behavior, 133, 107289. https://doi.org/10.1016/j.chb.2022.107289
  • Reinhard, A. (2018). Landscape archaeology in Skyrim VR. In The phenomenology of real and virtual places (pp. 24–36). Routledge. https://doi.org/10.4324/9781315106267-3
  • Riva, G. (2005). Virtual reality in psychotherapy. CyberPsychology & Behavior, 8(3), 220–230. https://doi.org/10.1089/cpb.2005.8.220
  • Riva, G., DiLernia, D., & Sajno, E. (2021). Virtual reality therapy in the metaverse: Merging VR for the outside with VR for the inside. Annual Review of CyberTherapy and Telemedicine, 19, 3–8.
  • Robinson, P. (2015). Designing games for virtual reality: A valiant example. Museum of Gaming. http://www.museumofgaming.org.uk/papers/games_design_for_virtual_reality.pdf
  • Rohnke, K., & Priest, S. (2022). Who does experiential education serve? Clearing house information project, association for experiential education. AEE CHIP-B. https://www.aee.org/chip
  • Rospigliosi, P. A. (2022). Metaverse or simulacra? Roblox, minecraft, meta and the turn to virtual reality for education, socialisation and work. Interactive Learning Environments, 30(1), 1–3. https://doi.org/10.1080/10494820.2022.2022899
  • Rothbaum, B. O., & Hodges, L. F. (1999). The use of virtual reality exposure in the treatment of anxiety disorders. Behavior Modification, 23(4), 507–525. https://doi.org/10.1177/0145445599234001
  • Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w
  • Schön, D. A. (1987). Educating the reflective practitioner: Toward a new design for teaching and learning in the professions. Jossey-Bass.
  • Seidel, S., Berente, N., Nickerson, J., & Yepes, G. (2022, January). Designing the Metaverse. In Proceedings of the 55th Hawaii International Conference on System Sciences (pp. 1–10). https://scholarspace.manoa.hawaii.edu/server/api/core/bitstreams/b98c8018-ba3e-4e12-852a-7f149139c29c/content
  • Shafer, D. M., Carbonara, C. P., & Korpi, M. F. (2017). Modern virtual reality technology: Cybersickness, sense of presence, and gender. Media Psychology Review, 11(2), 1–13.
  • Shunnaq, S., & Raeder, M. (2016, June). VirtualPhobia: A model for virtual therapy of Phobias. In 2016 XVIII Symposium on Virtual and Augmented Reality (SVR), Gramado, Brazil (pp. 59–63). IEEE.
  • Sparkes, M. (2021). What is a metaverse? New Scientist, 251(3348), 18. https://doi.org/10.1016/S0262-4079(21)01450-0
  • Stephenson, N. (1992). Snow crash. Bantam Books.
  • Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73–93. https://doi.org/10.1111/j.1460-2466.1992.tb00812.x
  • Tacca, C., Kerr, B., & Friis, E. (2022, March). The development of a common factors based virtual reality therapy system for remote psychotherapy applications. In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), Christchurch, New Zealand (pp. 454–458). IEEE.
  • Terelak, J. F. (2019). Eustress and distress: Reactivation. Peter Lang. https://doi.org/10.3726/b15414
  • Tereso, I. M., Ramos, A. L. G., Santos, B. R., & Costa, J. P. M. (2022). Virtual reality and forensic mental health. In Digital therapies in psychosocial rehabilitation and mental health (pp. 245–260). IGI Global. https://doi.org/10.4018/978-1-7998-8634-1.ch012
  • Uchida, K., Tanizaki, K., Moriya, T., & Takahashi, T. (2020, June). Development of an interface simulating swimming motion for virtual space walk-through. In P. Y. Lau, & M. Shobri (Eds.), International Workshop on Advanced Imaging Technology (IWAIT) 2020 (Vol. 11515, pp. 73–77). SPIE.
  • Veletsianos, G., & Kleanthous, I. (2009). A review of adventure learning. International Review of Research in Open & Distributed Learning, 10(6), 84–105. https://doi.org/10.19173/irrodl.v10i6.755
  • Veszelszki, Á. (2018). Like economy: What is the economic value of likes? Society and Economy, 40(3), 417–429. https://doi.org/10.1556/204.2018.40.3.8
  • Wattchow, B., & Brown, M. (2011). A pedagogy of place: Outdoor education for a changing world. Monash University Publishing.
  • Weaver, A. (2022, April 6). Outside announces new “anti-metaverse” Web3 Initiative. Outside Magazine. https://www.outsideonline.com/business-journal/brands/outside-announces-new-anti-metaverse-web3-initiative/
  • Wienrich, C., Döllinger, N., & Hein, R. (2021). Behavioral framework of immersive technologies (behavefit): How and why virtual reality can support behavioral change processes. Frontiers in Virtual Reality, 2. https://doi.org/10.3389/frvir.2021.627194
  • Wood, C. M., Kahl, S., Rahaman, A., & Klinck, H. (2022). The machine learning–powered BirdNET App reduces barriers to global bird research by enabling citizen science participation. PLoS Biology, 20(6), e3001670. https://doi.org/10.1371/journal.pbio.3001670
  • Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62, 41–49. https://doi.org/10.1016/j.compedu.2012.10.024
  • Xu, M., Ng, W. C., Lim, W. Y. B., Kang, J., Xiong, Z., Niyato, D., Yang, Q., Shen, X., & Miao, C. (2023). A Full Dive into Realizing the Edge-Enabled Metaverse: Visions, Enabling Technologies, and Challenges. IEEE Communications Surveys & Tutorials, 25(1), 656–700. https://doi.org/10.1109/COMST.2022.3221119
  • Yoo, S., Heywood, T., Tang, L. M., Kummerfeld, B., & Kay, J. (2017, July). Towards a long term model of virtual reality exergame exertion. In Proceedings of the 25th Conference on User Modeling, Adaptation and Personalization (pp. 247–255). https://doi.org/10.1145/3079628.3079679

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.