<p>Following the recent trends and applications of augmented reality (AR) and virtual reality (VR) in the industrial sector and gaming industry, several studies have started to explore its potential use in an academic setting as well as its possible benefits. In particular, the education sector is expected to become one of the primary beneficiaries of this technology with its impact yet to be fully realized. This paper presents a case study examining the integration of AR, VR, and metaverse technologies into student learning strategies at the university level. Notably, as higher education institutions increasingly adopt innovative technologies to enhance learning, this study investigates the impact of these tools on student engagement, performance, and the overall educational experience. Drawing from an extensive literature review, the paper highlights the existing applications of AR, VR in education and identifies gaps. The case study includes faculty and student demographics, and the technical and logistical aspects of integrating Metaverse and AR/VR into the curriculum for some sample courses. Data was collected through surveys, focus-group interviews, and performance metrics, offering both qualitative and quantitative insights into the effectiveness of these technologies. The findings reveal that the use of Metaverse and AR/VR significantly enhances student engagement and interactive learning compared to traditional methods. Furthermore, the study suggests areas for future research, particularly in exploring the long-term impact of AR, VR, and metaverse on educational practices and its potential for broader application in different educational contexts.</p>

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Flipped and Immersive Student Learning Strategy using Metaverse, Augmented & Virtual Reality in Higher Education: a Case Study of Student and Faculty Perspectives

  • Omar Tayan,
  • Abdelaziz I. Hammouri,
  • Sanaa Askool,
  • Hanadi Aljohani,
  • Barakat Makrami

摘要

Following the recent trends and applications of augmented reality (AR) and virtual reality (VR) in the industrial sector and gaming industry, several studies have started to explore its potential use in an academic setting as well as its possible benefits. In particular, the education sector is expected to become one of the primary beneficiaries of this technology with its impact yet to be fully realized. This paper presents a case study examining the integration of AR, VR, and metaverse technologies into student learning strategies at the university level. Notably, as higher education institutions increasingly adopt innovative technologies to enhance learning, this study investigates the impact of these tools on student engagement, performance, and the overall educational experience. Drawing from an extensive literature review, the paper highlights the existing applications of AR, VR in education and identifies gaps. The case study includes faculty and student demographics, and the technical and logistical aspects of integrating Metaverse and AR/VR into the curriculum for some sample courses. Data was collected through surveys, focus-group interviews, and performance metrics, offering both qualitative and quantitative insights into the effectiveness of these technologies. The findings reveal that the use of Metaverse and AR/VR significantly enhances student engagement and interactive learning compared to traditional methods. Furthermore, the study suggests areas for future research, particularly in exploring the long-term impact of AR, VR, and metaverse on educational practices and its potential for broader application in different educational contexts.