Publication:
A systematic examination of metaverse technologies, with emphasis on second life as a pedagogical instrument

dc.contributor.authorŞimşek, Esra İşgör
dc.contributor.authorBaltacı, Şehnaz
dc.contributor.buuauthorBALTACI, ŞEHNAZ
dc.contributor.departmentEğitim Fakültesi
dc.contributor.departmentBilgisayar ve Öğretim Teknolojileri Eğitimi
dc.contributor.orcid0000-0001-7826-7301
dc.contributor.researcheridAAH-5144-2021
dc.date.accessioned2025-02-10T06:40:17Z
dc.date.available2025-02-10T06:40:17Z
dc.date.issued2024-06-27
dc.description.abstractThis systematic review determines the impacts of the Second Life which is being used as a Metaverse environment. The primary objective is to identify and summarize the most recent research concerning the use of Second Life as a teaching tool in higher education. In this context, the PICO Framework was used to findj 24 articles published after the COVID-19 pandemic from peer-reviewed publications in the Web of Science, Scopus, and ERIC databases between November 2019 and May 2023. The papers focused on Second Life as a teaching tool in higher education. The study assessed both the positive and negative aspects of Second Life's influence. The results indicated that the research on Second Life varied, with findings related to enhancing skills and creativity, positive effects on learning and engagement, subject-specific learning, language acquisition, perceived advantages of virtual reality, and the transition to virtual teaching. The review identified positive aspects such as improved radiological anatomy knowledge, enhanced creativity in art and design, better collaborative skills in chemistry, enriched cultural and language learning, and increased nursing practice readiness, alongside challenges like increased anxiety, technical difficulties, and usability issues. Additionally, limitations of the chosen databases, including potential biases due to their coverage were discussed. In future research, the use of metaverse technologies in education should be increased, technological and usability challenges should be addressed, and more research on different learning environments and user interactions should be done by educators and researchers.
dc.identifier.doi10.1007/s40692-024-00329-8
dc.identifier.eissn2197-9995
dc.identifier.issn2197-9987
dc.identifier.scopus2-s2.0-85197848893
dc.identifier.urihttps://doi.org/10.1007/s40692-024-00329-8
dc.identifier.urihttps://link.springer.com/article/10.1007/s40692-024-00329-8
dc.identifier.urihttps://hdl.handle.net/11452/50223
dc.identifier.wos001256975000001
dc.indexed.wosWOS.ESCI
dc.language.isoen
dc.publisherSpringer
dc.relation.journalJournal of Computers in Education
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi
dc.rightsinfo:eu-repo/semantics/closedAccess
dc.subjectVirtual worlds
dc.subjectStrategies
dc.subjectEducation
dc.subjectEmpirical research
dc.subjectHigher education
dc.subjectMetaverse
dc.subjectSecond life
dc.subjectSystematic review
dc.subjectSocial sciences
dc.subjectEducation & educational research
dc.titleA systematic examination of metaverse technologies, with emphasis on second life as a pedagogical instrument
dc.typeArticle
dc.typeEarly Access
dspace.entity.typePublication
local.contributor.departmentEğitim Fakültesi/Bilgisayar ve Öğretim Teknolojileri Eğitimi
local.indexed.atWOS
local.indexed.atScopus
relation.isAuthorOfPublicationcb874457-90ff-47b7-a016-0e830c5e33d7
relation.isAuthorOfPublication.latestForDiscoverycb874457-90ff-47b7-a016-0e830c5e33d7

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