Metaverse technology is emerging as a global trend, offering virtual activities with real-world experiences. This paper presents a systematic review of research trends from 2012–2022 to determine the prevalence and current conditions of metaverse technology in education. The PRISMA framework (selected reporting items for systematic review and meta-analysis) guided this systematic review. 42 studies were selected from the Scopus database, with more than 70 studies or references from Google Scholar kept as supporting data after quality assessment. The results indicate that research interest in metaverse technology has significantly increased in the last ten years, peaking in 2022. Augmentation and simulation are the most prominent uses of metaverse technology in the learning process. C. Moro (2017) is the most cited author on this topic, with 313 citations, followed by P. Wang (2022) with 264 citations and P. Pelargos (2022) with 163 citations. AR and VR are the most widely used types of metaverse technology. Hopefully, this review will be useful for researchers, educators, and future research on the metaverse and education.
Currently, computer‐based training systems, such as virtual laboratories (VLs), are becoming more common not only in universities but also in secondary schools. For physics, VLs are of great importance, as they allow simulating processes that cannot be seen or reproduced. Technologies such as augmented reality (AR) and virtual reality (VR) help us to create such physical visualizations. This study presents a VL, which allows users to solve various physical practical tasks or problems with the help of three‐dimensional process visualizations performed in three different ways, namely desktop VR, AR, and VR using a Leap Motion controller. This study describes in detail the functionality and implementation of a VL. As an experiment, three schools were provided with the necessary equipment and software. Fifty pupils of the 9th grade used the developed VL for half of the academic year, after which they took part in a comprehensive survey. About 88% of them found the laboratory useful for studying physics. The children were satisfied with its functionality and usability. Interviews with teachers helped us to understand which of the three visualization methods is preferable for them and children in the present environment.
With the constant increase of computing power in mobile devices (tablets, smartphones), new prospects have opened up for their application, in particular, in trade, industry, medicine, education, etc. In the field of education, mobile devices have a high potential, which, if properly integrated, can form a new effective learning model. This article is devoted to the development of a mobile application for a multilingual (Kazakh, Russian, English) educational platform for distance learning of physics in higher and secondary educational institutions using augmented reality technology.
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