Skip to main content

Learning in the Metaverse

A woman wearing a virtual reality headset

The Metaverse is a complicated topic. But, will it have a positive or negative impact on the way we learn? Stuart Pedley-Smith discusses the Metaverse and what we can expect.

Getting to grips with the Metaverse is one thing, attempting to figure out if you ‘should take the blue or red pill’ and enter it, as either a learner or educator, is another. Which is my way of saying, this is a big and complicated gnarly subject and getting a definitive answer is unlikely, partly because the Metaverse doesn’t exist just yet and, as a result, we have little to no evidence to prove its effectiveness.

However, maybe we could get some insight by looking at the component parts and imagining the potential.

A virtual world

Although we need to define the Metaverse, to help better understand it let’s start with what a virtual world is. Here is what Stanford University have to say:

“A virtual world is a computer-simulated representation of a world with specific spatial and physical characteristics, and users of virtual worlds interact with each other via representations of themselves called avatars.”

In 1994, Paul Milgram and Fumio Kishino explained how you get from a real environment (world) to a virtual one in four stages. Firstly, the real world, followed by Augmented (AR) then Virtual (VR), and finally ending up in the virtual environment.

The Metaverse is a virtual world that has transitioned from the real one by using technologies like AR and VR but, as a result, has become something more.* The Metaverse does not simply combine the physical and virtual worlds, instead it is a continuity of the physical world in the virtual one, to create an ecosystem that merges both (physical and virtual). In other words, it is a brand-new world that is as engaging and important as the real one.

Mark Zuckerberg (Meta) says that it is a world of “endless and interconnected virtual communities, where people can meet each other, work together, play games and more.” He sees it as the successor to the internet; an invention that changed all our lives by allowing people to be online (in a virtual world) from anywhere, and for as long as they would like.

“In simplest terms, the Metaverse is the internet, but in 3D”

Take a look at how Meta sees education in the Metaverse and check out the original promotional video in which Mark Zuckerberg “appears” in order to introduce the world to his new creation.

Changes in the environment change behaviour

There is, of course, another aspect to being in a virtual world. It is a different environment, and because of that, it can have an impact on what you do and how you feel. It is well recognised that spending time in nature, a different environment to the one I am in just now as I write this blog, helps with mental health problems such as anxiety and depression. We also know that, in some instances, the brain finds it difficult to differentiate between what is reality and what is imagined.

When these two ideas are combined, it becomes possible to understand how a realistic, virtual immersive environment could change levels of motivation, confidence and even belief. After all, don’t people behave differently online when using social media tools such as Twitter? Being unknown in a virtual world is like a cloak of invisibility, people believe that they can be whoever they want and say and do whatever they like without any consequence!

Learning in the Metaverse

In terms of learning, like many technologies or learning environments, the Metaverse is neither good nor bad. Whilst some are sceptical and express concerns about loss of identity, hate and cybercrime, security, and privacy. Others are however excited and want to take advantage of the learning opportunities. Here for example are a few of them:

High levels of engagement

Much is made of the term “immersive” when talking about the Metaverse, it means that you become part of, and are surrounded by, the environment. This can be incredibly powerful when it comes to learning, resulting in high levels of excitement, motivation and engagement.

Real-life skill development

The metaverse provides a safe environment in which you can practice skill development. This is particularly valuable where mistakes can be made that might be upsetting or result in significant consequences, for example:

High risk - Pharmaceutical industry leader, Novartis, had to quickly train hundreds of people on best practice production and procedures for a new leukaemia treatment. They had limited physical training labs and subject matter experts to train people in skills where mistakes have life-and-death consequences.

Perception - How to see the organisation through the customer’s eyes. This was the challenge facing Fortune 200 healthcare leader DaVita.

Developing soft skills – Practising communication, decision making and emotional intelligence.

Note: the above is not the Metaverse, but examples of VR and games-based simulations that would be part of its ecosystem:

A virtual University campus

A virtual campus has the potential to make a university experience available for everyone around the world. Meet like-minded people in the virtual world, discuss ideas and share ambitions, just like you would in the real world. Virbela has developed a virtual campus that can be used for both education and or work-based interactions.

The pandemic has shown that people can easily work from home, and the Metaverse may have a significant role to play in the future of work as well as learning.

Takes the learner into the world

I was going to say that the Metaverse has the ability to bring the world to the classroom, when in fact it’s the opposite. Although human imagination is a powerful tool, think how impactful it would be if you could begin by explaining in a classroom that dinosaurs roamed the planet during the late Cretaceous Period 65 million years ago, and that they could be up to 12m long and 6m tall. But then ask your learners to come and meet one, made possible by VR – discover how the American Museum of Natural History has brought T-Rex to life.

The social dimension

Social media allows people to interact, transact, and share interests with others virtually (pun intended) regardless of where they live. The metaverse is social media but in 3D, for better or for worse.

Conclusions

The Metaverse could end up being the biggest white elephant of all time. Reality Labs, the division building the metaverse, lost £3.16bn between July and September this year. Mark Zuckerberg has said that he would invest $10 billion to $15 billion per year, but that it may take 10 years before it yields results. That’s an estimated $100B+ investment into an unknown future.

But, it might become, as Zuckerberg predicts, the next iteration of the internet. Personally, I would like to give it a chance because it has the potential to contribute to a new and exciting next chapter as to how we help people learn.

That said, I don’t think I would be putting any money into it just yet.

And for a more in-depth explanation: Donald Clark in discussion with John Helmer - VR & Metaverse with Donald Clark.

Are you ready for the Metaverse?

The future is uncertain, and we don’t truly know exactly where technology will take us. But, if you’re hoping to be at the forefront of any technological advancements, a great place to start is by browsing our Data and Technology courses and apprenticeships.

*Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis

Extensive exam practice and tutor support

Choose your qualification
An image of Stuart Pedley-Smith

Written by Stuart Pedley-Smith

Stuart is a qualified accountant with an extensive career in professional education. As Kaplan’s Head of Learning, he focuses on educational strategy and best practices, fostering a supportive learning culture and helping students achieve career success.

View all from Stuart Pedley-Smith


Related articles

How will AI affect my small business?

How will AI affect my small business?

DevOps tutor, Andrew Mallett, explains ways in which SMEs can use AI to their advantage.

Kaplan · 8 minute read

One trophy is good, but two are ‘learn’ better: PQ Awards 2024

One trophy is good, but two are ‘learn’ better: PQ Awards 2024

We are delighted to announce that we won two awards this year for the PQ Magazine Awards 2024.

Kaplan · 4 minute read

Kaplan partners with CIPS

Kaplan partners with CIPS

We are proud to announce the launch of our exclusive partnership with CIPS. Here’s what this means.

Kaplan

View all articles

Learning in the Metaverse

A woman wearing a virtual reality headset

The Metaverse is a complicated topic. But, will it have a positive or negative impact on the way we learn? Stuart Pedley-Smith discusses the Metaverse and what we can expect.

Getting to grips with the Metaverse is one thing, attempting to figure out if you ‘should take the blue or red pill’ and enter it, as either a learner or educator, is another. Which is my way of saying, this is a big and complicated gnarly subject and getting a definitive answer is unlikely, partly because the Metaverse doesn’t exist just yet and, as a result, we have little to no evidence to prove its effectiveness.

However, maybe we could get some insight by looking at the component parts and imagining the potential.

A virtual world

Although we need to define the Metaverse, to help better understand it let’s start with what a virtual world is. Here is what Stanford University have to say:

“A virtual world is a computer-simulated representation of a world with specific spatial and physical characteristics, and users of virtual worlds interact with each other via representations of themselves called avatars.”

In 1994, Paul Milgram and Fumio Kishino explained how you get from a real environment (world) to a virtual one in four stages. Firstly, the real world, followed by Augmented (AR) then Virtual (VR), and finally ending up in the virtual environment.

The Metaverse is a virtual world that has transitioned from the real one by using technologies like AR and VR but, as a result, has become something more.* The Metaverse does not simply combine the physical and virtual worlds, instead it is a continuity of the physical world in the virtual one, to create an ecosystem that merges both (physical and virtual). In other words, it is a brand-new world that is as engaging and important as the real one.

Mark Zuckerberg (Meta) says that it is a world of “endless and interconnected virtual communities, where people can meet each other, work together, play games and more.” He sees it as the successor to the internet; an invention that changed all our lives by allowing people to be online (in a virtual world) from anywhere, and for as long as they would like.

“In simplest terms, the Metaverse is the internet, but in 3D”

Take a look at how Meta sees education in the Metaverse and check out the original promotional video in which Mark Zuckerberg “appears” in order to introduce the world to his new creation.

Changes in the environment change behaviour

There is, of course, another aspect to being in a virtual world. It is a different environment, and because of that, it can have an impact on what you do and how you feel. It is well recognised that spending time in nature, a different environment to the one I am in just now as I write this blog, helps with mental health problems such as anxiety and depression. We also know that, in some instances, the brain finds it difficult to differentiate between what is reality and what is imagined.

When these two ideas are combined, it becomes possible to understand how a realistic, virtual immersive environment could change levels of motivation, confidence and even belief. After all, don’t people behave differently online when using social media tools such as Twitter? Being unknown in a virtual world is like a cloak of invisibility, people believe that they can be whoever they want and say and do whatever they like without any consequence!

Learning in the Metaverse

In terms of learning, like many technologies or learning environments, the Metaverse is neither good nor bad. Whilst some are sceptical and express concerns about loss of identity, hate and cybercrime, security, and privacy. Others are however excited and want to take advantage of the learning opportunities. Here for example are a few of them:

High levels of engagement

Much is made of the term “immersive” when talking about the Metaverse, it means that you become part of, and are surrounded by, the environment. This can be incredibly powerful when it comes to learning, resulting in high levels of excitement, motivation and engagement.

Real-life skill development

The metaverse provides a safe environment in which you can practice skill development. This is particularly valuable where mistakes can be made that might be upsetting or result in significant consequences, for example:

High risk - Pharmaceutical industry leader, Novartis, had to quickly train hundreds of people on best practice production and procedures for a new leukaemia treatment. They had limited physical training labs and subject matter experts to train people in skills where mistakes have life-and-death consequences.

Perception - How to see the organisation through the customer’s eyes. This was the challenge facing Fortune 200 healthcare leader DaVita.

Developing soft skills – Practising communication, decision making and emotional intelligence.

Note: the above is not the Metaverse, but examples of VR and games-based simulations that would be part of its ecosystem:

A virtual University campus

A virtual campus has the potential to make a university experience available for everyone around the world. Meet like-minded people in the virtual world, discuss ideas and share ambitions, just like you would in the real world. Virbela has developed a virtual campus that can be used for both education and or work-based interactions.

The pandemic has shown that people can easily work from home, and the Metaverse may have a significant role to play in the future of work as well as learning.

Takes the learner into the world

I was going to say that the Metaverse has the ability to bring the world to the classroom, when in fact it’s the opposite. Although human imagination is a powerful tool, think how impactful it would be if you could begin by explaining in a classroom that dinosaurs roamed the planet during the late Cretaceous Period 65 million years ago, and that they could be up to 12m long and 6m tall. But then ask your learners to come and meet one, made possible by VR – discover how the American Museum of Natural History has brought T-Rex to life.

The social dimension

Social media allows people to interact, transact, and share interests with others virtually (pun intended) regardless of where they live. The metaverse is social media but in 3D, for better or for worse.

Conclusions

The Metaverse could end up being the biggest white elephant of all time. Reality Labs, the division building the metaverse, lost £3.16bn between July and September this year. Mark Zuckerberg has said that he would invest $10 billion to $15 billion per year, but that it may take 10 years before it yields results. That’s an estimated $100B+ investment into an unknown future.

But, it might become, as Zuckerberg predicts, the next iteration of the internet. Personally, I would like to give it a chance because it has the potential to contribute to a new and exciting next chapter as to how we help people learn.

That said, I don’t think I would be putting any money into it just yet.

And for a more in-depth explanation: Donald Clark in discussion with John Helmer - VR & Metaverse with Donald Clark.

Are you ready for the Metaverse?

The future is uncertain, and we don’t truly know exactly where technology will take us. But, if you’re hoping to be at the forefront of any technological advancements, a great place to start is by browsing our Data and Technology courses and apprenticeships.

*Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis

Extensive exam practice and tutor support

Choose your qualification
An image of Stuart Pedley-Smith

Written by Stuart Pedley-Smith

Stuart is a qualified accountant with an extensive career in professional education. As Kaplan’s Head of Learning, he focuses on educational strategy and best practices, fostering a supportive learning culture and helping students achieve career success.

View all from Stuart Pedley-Smith


Related articles

How will AI affect my small business?

How will AI affect my small business?

DevOps tutor, Andrew Mallett, explains ways in which SMEs can use AI to their advantage.

Kaplan · 8 minute read

One trophy is good, but two are ‘learn’ better: PQ Awards 2024

One trophy is good, but two are ‘learn’ better: PQ Awards 2024

We are delighted to announce that we won two awards this year for the PQ Magazine Awards 2024.

Kaplan · 4 minute read

Kaplan partners with CIPS

Kaplan partners with CIPS

We are proud to announce the launch of our exclusive partnership with CIPS. Here’s what this means.

Kaplan

View all articles