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Unlocking the Future of Learning in the Metaverse

Updated: Nov 5

The metaverse is a complex and often misunderstood concept. However, its potential for revolutionizing learning is becoming increasingly clear. It's not just a single technology; it's a convergence of various technologies that enable us to interact in a digital space. This interaction mimics and attempts to mirror our physical interactions. This next stage of the internet, known as Web 3.0, will transform online social spaces into interconnected virtual worlds, complete with their own cultures and lifestyles.


So, what does this mean for the future of learning, particularly for professionals looking to reskill or upskill?



The Power of Immersive Learning


While the concept of virtual reality (VR) and augmented reality (AR) in the classroom has existed for a decade, widespread adoption has been slow. High costs, a lack of quality applications, and the need for teacher training have hindered progress. However, the landscape is changing. Meta's "Meta for Education," launched in November of last year, is making immersive learning more accessible with affordable headsets and dedicated apps for educators and administrators.


Studies show the significant benefits of immersive learning:


  • Increased Engagement: In a pilot program with universities and schools, 90% of students reported increased engagement with VR.

  • Improved Academic Performance: Students who used VR in a biology course at Arizona State University had higher grades and were more engaged than their peers in a standard course.

  • Enhanced Confidence: 25% of students in the Meta pilot program reported increased confidence in their knowledge.

  • Accessibility for All: Immersive experiences can provide access to learning opportunities for students with diverse needs, such as those with autism, neurodivergence, or who live in rural areas with limited access to resources.


Beyond STEM: Building Empathy and Communication


While the value of VR for technical and STEM subjects is evident—imagine taking apart a molecule in chemistry or dissecting an alien creature in a biology class—its application goes far beyond that. One of the most significant skill gaps in the modern workplace is in empathy and communication.


A Stanford study demonstrated that VR training can help bridge this gap. In a 10-minute simulated performance review, managers who used VR to practice giving critical feedback showed a change in their language, making it more personalized and authentic. The study's implications suggest that consistent use of VR tools could be a valuable asset for managers and mid-career professionals looking to improve their soft skills.


The Future is Now


The COVID-19 pandemic accelerated the adoption of digital tools in education. It provided the impetus and funding for a shift toward immersive learning. Companies like Dreamscape Immersive, co-founded by former DreamWorks head Walter Parkes, are partnering with universities like Arizona State University to create immersive biology courses that have shown a 9% improvement in average grades.


The metaverse offers a new horizon for learning. It provides not only a pathway for technical reskilling but also a powerful tool for developing essential human skills like empathy and communication. As technology becomes more affordable and scalable, immersive learning experiences will become more accessible to working professionals seeking to navigate their careers and stay relevant in a rapidly changing world.


This article is based on the Signal Shift podcast episode, "Learning in the Metaverse."


The Role of Technology in Education


Technology plays a crucial role in shaping the future of education. It opens doors to new methods of learning and teaching. With the rise of VR and AR, we can expect a more interactive and engaging learning environment. This shift is not just about technology; it’s about how we can use it to enhance our understanding and skills.


Imagine a classroom where students can explore historical events or scientific phenomena in real-time. They can walk through ancient civilizations or conduct experiments in a virtual lab. This type of immersive learning can ignite curiosity and foster a deeper understanding of complex subjects.


The Importance of Accessibility


Accessibility is a key factor in the success of immersive learning. Not all students have the same opportunities to engage with technology. By making VR and AR tools more affordable, we can ensure that all students have access to these transformative experiences. This is particularly important for students in rural areas or those with special needs.


Creating inclusive learning environments is essential. When every student can participate, we foster a culture of collaboration and understanding. This not only benefits individual learners but also enriches the entire classroom experience.


Preparing for the Future


As we look ahead, it’s clear that the future of education will be shaped by technology. Educators must be prepared to adapt to these changes. This means embracing new tools and methodologies that enhance learning outcomes. Professional development will be crucial in equipping teachers with the skills they need to thrive in this new landscape.


Moreover, institutions must invest in research and development to explore the full potential of immersive learning. By collaborating with tech companies and educational experts, we can create innovative solutions that meet the needs of today’s learners.


Conclusion: Embracing Change


The metaverse presents an exciting opportunity for the future of learning. By embracing immersive technologies, we can create engaging, inclusive, and effective educational experiences. As we navigate this changing landscape, let’s remain curious and open to new possibilities. Together, we can unlock the potential of the metaverse and empower individuals to confidently shape their personal and professional futures.


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Episode Transcript:

Raakhee: (00:00)

Hello and welcome to Signal Shift with me, Raakhee and Sue. We have been diving into the education sector this month, from reinventing the concept of college to the inescapable reskilling we all have to do in midlife and beyond. Today, we will delve into learning in the metaverse or in virtual worlds.


Learning through immersive experiences is the next wave. A few years back, we had gamification. Today, we have large language models and virtual reality. Tomorrow, it's the metaverse. The metaverse is a confusing concept. It's not one specific thing or technology. It's the coming together of several types of technology that will allow us to interact in a digital space in a manner that resembles and attempts to mirror how we interact in physical spaces.


It's the next stage of the internet called Web 3.0. Currently, we have social spaces online. These will become virtual spaces, and we will have associated lifestyles and cultures linked to them. We see it already with things like Roblox, but in time, these spaces will be everywhere and interconnected.


You think of an obvious example, right? Right now, we can do 3D tours of spaces like a house. You gain a great sense of spatial understanding of the space. Imagine these tours being virtual experiences where you meet the realtor and bump into other buyers. There might even be some virtual crumble cookies that you get to have at the open house.


And they'll probably include a physical discount code so when you get off there, you can go to the real crumble cookies. I think we'll start to see more things like that in different spaces. More recently, I came across the opportunity to purchase a virtual USC Trojans attire, like sweatshirts and hoodies. I contemplated it. It felt more logical than buying another piece of clothing that would sit in my cupboard.


So, let's explore learning in the metaverse today. Sue, did you find anything interesting in this space?


Sue: (02:40)

Yeah, Raakhee, lots of interesting things happening in learning in immersive spaces. Learning in VR and augmented reality has been around for a while. I found articles going back a decade about the promise of what this looks like in the classroom. But for so long, a lot of the potential has been mentioned. Teacher surveys are generally very positive about its impact. It helps them teach, increases engagement, confidence, and even academic performance.


I found several articles about how it particularly helps differentiated populations, such as students with autism or neurodivergence. It also helps rural students who are far away from various learning experiences. But the sample sizes are small because the headsets are expensive. You need good apps, training for teachers, and integration for tech systems in the classroom.


I was thinking there has to be an event like what happened with Google Chromebooks to become widely distributed and scalable. Google Chromebooks have a huge ecosystem available for educators and learners. It's not just the price point for the Chromebooks but all the apps and features that come with it. The pandemic and remote learning catapulted scalability.


An article by Ed Week said that even prior to the pandemic, one-to-one digital use was increasing significantly, especially the use of Google Chromebooks. By March 2021, 90% of district leaders said they were providing a one-to-one device for every middle and high school student and 84% for elementary students. So, what's the scalability of VR? Until recently, it was classroom by classroom. Maybe you were lucky to get a grant, or if you had a well-funded school, you could do this.


But Meta announced Meta for Education is available for widespread use. This includes more affordable headsets and apps for educators and administrators. They piloted this with a group of universities and a network of 83 schools called the Inspired Education Group. When they tested this, 90% of students reported increased engagement, 25% increased confidence in their knowledge, and 85% of teachers found this kind of augmented reality and mixed reality to be a valuable tool.


Students performed better on some multiple-choice tests. Still, a long way to go. It will require a mix of industry scalability alongside teacher training and engagement. I'm curious what the annual report will say about adoption.


Raakhee: (06:01)

That's really exciting to know. You spoke about the benefits for school kids and what a different experience it is. We went to the National History Museum in LA about two weeks back with a big group. It was interesting. Some of the people were younger, like 30-year-olds. One was doing her master's in physics, the other in biology, both extremely bright.


We were speaking about the wild cats and lions. It was interesting for my husband and me, but a flat experience because we have the opportunity to go on safari. That changes everything. When we mentioned this to these girls, they were so interested in learning about it. We couldn't entirely give them a sense of how different it is to see these images compared to being there.


Imagine what it will be like for kids worldwide to experience that closeness to nature. They will understand why a lion is scary and what its roar feels like. There are so many benefits to those experiences. Is there something you think kids should experience or that VR will help with?


Sue: (08:02)

Absolutely. The exposure to STEM is crucial. Research shows that early exposure is vital for becoming a scientist. By middle school, it's often too late to pursue that field. Having VR accessible to students who normally wouldn't have the opportunity is huge.


Many kids from Los Angeles have never been to the beach. For those where transportation is a huge impediment, VR can provide those first experiences. The Meta press release for Meta for Education mentioned that VR is not for all cases. There are specific use cases where it is helpful, like exposure to experiences that are hard to access.


I would love to experience the wonders of the world or see Victoria Falls through VR.


Raakhee: (09:25)

That would be amazing! We both love to travel, so that would be incredible. COVID really helped with this. It set the stage for immersive learning in universities. If COVID hadn't happened, there wouldn't have been that much impetus and funding to shift money from entertainment to learning.


I found a company called Dreamscape Immersive, co-founded by Walter Parkes, the former head of DreamWorks Motion Pictures. They partnered with Arizona State University to create immersive biology courses. In 2022, they experimented with a biology course in a VR experience.


The results were impressive. A total of 486 students were split into two groups: one experienced the Dreamscape Learn course, and the other went through standard lectures and lab work. The results showed that students in the Dreamscape Learn Lab course had higher grades—about a 9% overall difference—and were more engaged than their peers.


This course was built intelligently. Students experienced it with their peers, using gear that included chairs for vibrations and headsets. The intention is that this works particularly for STEM subjects where we need to see and experience things deeply.


Dreamscape is available at Arizona State University, Rowan University, Long Beach City College, and Merced.


Sue: (13:01)

That's so cool! I think about how much better I would have done in chemistry with a headset to take apart a molecule. Engagement and hands-on learning are crucial, especially for STEM subjects.


Raakhee: (13:21)

It's such an interesting time. The young kids of today will learn and do incredible things. What else did you find in this space?


Sue: (13:36)

We've focused on learning for adults this month. One of the biggest skill gaps in the workplace is empathy and communication. VR and AR can help build these skills. Stanford released a study showing that VR training can build empathy in the workplace.


In a performance review simulation, managers practiced giving critical feedback. They had to write a follow-up email after the session. Even in this 10-minute feedback session, their language became more personalized and authentic. This immediate feedback can change how managers interact with employees.


The implications are interesting. What if you had VR tools to help you throughout the workday? This could be a valuable tool for mid-career professionals.


Raakhee: (16:12)

What a great use case! VR allows more vulnerability in online spaces. Students feel more confident to speak up than in a traditional classroom. It's fascinating how VR can help build empathy.


What are your takeaways from today's discussion about learning in the metaverse?


Sue: (17:01)

Reflecting on our earlier episodes about the future of learning, we discussed whether the traditional university experience is going away. Packaging micro-credentials and online learning could fill the gap.


These immersive spaces could integrate programs to ensure socio-emotional learning. The potential is huge for businesses to retain and reskill employees. I would love to see more studies on this in the workplace.


Raakhee: (18:02)

The University of the Future is an exciting picture we've painted. Thank you for listening! Have you dabbled in any kind of learning in an immersive space? What would you like to study in the metaverse? We will catch you again next week. Thanks so much. Bye for now.

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