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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>The Metaverse and complex thinking: opportunities, experiences, and future lines
of research. Front. Educ.</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.6109/JKIICE.2021.25.9.1263</article-id>
      <title-group>
        <article-title>Metaverse in Education: a Bibliometric Study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Dennis Arias-Chávez</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Teresa Ramos-Quispe</string-name>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Luis Miguel Cangalaya-Sevillano</string-name>
          <email>luis.cangalaya@upc.edu.pe</email>
          <xref ref-type="aff" rid="aff5">5</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Claudia Acra-Despradel</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carmen Rivera</string-name>
          <email>criveram@ucsm.edu.pe</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>María del Pilar Ponce-Aranibar</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Miguel Angel Ortiz-Esparza</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Center for Research in Mathematics</institution>
          ,
          <addr-line>Quantum Knowledge City, Zacatecas</addr-line>
          ,
          <country country="MX">Mexico</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Universidad Católica de Santa María</institution>
          ,
          <country country="PE">Perú</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Universidad Continental</institution>
          ,
          <addr-line>Arequipa</addr-line>
          ,
          <country country="PE">Perú</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Universidad Nacional Pedro Henríquez Ureña</institution>
          ,
          <addr-line>Santo Domingo</addr-line>
          ,
          <country country="DO">Dominican Republic</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Universidad Nacional de San Agustín de Arequipa</institution>
          ,
          <country country="PE">Perú</country>
        </aff>
        <aff id="aff5">
          <label>5</label>
          <institution>Universidad Peruana de Ciencias Aplicadas</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2022</year>
      </pub-date>
      <volume>8</volume>
      <issue>1166999</issue>
      <fpage>81</fpage>
      <lpage>90</lpage>
      <abstract>
        <p>The term “metaverse” first appeared in Neal Stephenson՚s 1992 science fiction novel Snow Crash in which he defined it as a virtual environment shared over the Internet. Since the publication of that work, technological advances have allowed the creation of several metaverses for popular use-virtual world platforms such as Second Life, IMVU, VRchat, Sansar, Roblox, The Sims and Active Worlds, in addition to venturing into other fields such as education, for example, in which its use is prioritized to develop learning environments that allow students to function safely. and personalized in parallel realities. Through a bibliometric analysis of 130 documents, this article aims to review studies on the metaverse and its inclusion in education. The findings include a summary of the most important scientific articles and journals in the subject area, as well as the most prolific and prominent authors, organizations and nations. Additionally, a keyword co-occurrence analysis was made that helps reveal the main research clusters and their subtopics. The study offers a comprehensive overview of the expected impacts of the metaverse on education.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;bibliometric indicators</kwd>
        <kwd>instruction</kwd>
        <kwd>education</kwd>
        <kwd>metaverse</kwd>
        <kwd>experiential learning</kwd>
        <kwd>1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        First introduced in 1992, the word metaverse took a substantial boost in 2003 when the Second
Life (SL) platform hit the market, which can be considered the first virtual world where a person
could use an avatar to enter a parallel universe and experience simulated situations in an
alternative world (George-Reyes et al., 2023b). Recently the term gained top popularity when
Mark Zuckerberg presented Facebook՚s rebranding plan in a virtual live broadcast. At this event,
the businessman showed the potential applications of the metaverse in the field of entertainment,
work or learning
        <xref ref-type="bibr" rid="ref2 ref3 ref6">(Zhang et al., 2022)</xref>
        . This announcement raised attention towards this term
        <xref ref-type="bibr" rid="ref6 ref7">(Damar, 2021; Chen and Zhang, 2022)</xref>
        generating a new beginning to eventually become a current
and growing topic (Nan et al., 2023).
      </p>
      <p>
        The metaverse is understood to be the three-dimensional space shared online where people
can interact with each other using digital objects. It can also be regarded as a next-generation
internet application that uses novel technologies to create a virtual living environment that can
be produced and edited by users in which economic aspects, social and identity systems are
integrated
        <xref ref-type="bibr" rid="ref2 ref3">(López-Belmonte et al., 2022)</xref>
        . Although its use is related to the field of video games
0000-0003-1500-8366 (D. Arias-Chávez); 0000-0003-4607-4745 (T. Ramos-Quispe); 0000-0003-4309-0598 (L.
Cangalaya); 0000-0002-6429-5675 (C. Acra-Despradel); 0000-0002-3421-343X (C. Rivera); 0000-0002-8474-4810
(M. Ponce-Aranibar); 0000-0001-8762-5780 (M. Ortiz-Esparza);
© 2023 Copyright for this paper by its authors.
      </p>
      <p>Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).</p>
      <p>
        CEUR Workshop Proceedings (CEUR-WS.org)
and entertainment, educational technology has incorporated the use of computer software and
hardware into its theories and approaches in order to help improve teaching and learning
activities (Kang, 2021). Current education is in a process of transformation towards new
technological paradigms
        <xref ref-type="bibr" rid="ref2 ref3">(Moreno-Guerrero et al., 2021; Oliva Córdova et al., 2019;
PaucarCurasma et al., 2022)</xref>
        . These changes motivated by the appearance of covid are prompting
students to assume new roles (Pozo-Sánchez et al., 2021; López-Belmonte et al., 2023). Therefore,
as technology evolves and technological challenges are resolved, it is likely that more innovative
applications of metaverse will be seen in the educational field.
      </p>
      <p>Current education uses virtual learning environments, virtual simulations and experiments,
access to global resources, improved distance education, among others to enhance the learning
experience. Each of these resources contributes to improving the interaction between students
and teachers, exploring complex concepts interactively, providing access to a variety of
educational and cultural resources, and enhancing the experience by creating and using more
immersive and social environments (George-Reyes et al., 2023a).</p>
      <p>
        Over time, and as global research on the metaverse gains strength, it will be positioned as a
future educational trend, with great potential, especially because it involves technology,
interaction and evolution in the way we teach and we learn
        <xref ref-type="bibr" rid="ref2 ref3">(Choi and Kim, 2017; Dwivedi et al.,
2022; Guo and Gao, 2022; Hwang and Chien, 2022)</xref>
        . This contribution is manifested in the
paradigm shift of traditional education and the personalized way in which learning is carried out.
It can also be emphasised that it contributes to the elimination of geographical barriers and
makes a variety of enriched educational resources available to users.
      </p>
      <p>Bibliometric analysis is a popular and rigorous method for exploring and analyzing large
volumes of scientific data. It allows us to unravel the evolutionary nuances of a specific field, while
also shedding light on emerging areas in that field (Donthu et al., 2021). The objective of this study
was to carry out a bibliometric review on the use of the metaverse in education, whose inclusion
in the field of education, as has been described, has been favored by the context in which we live.
For this reason, the need arises to delve deeper into the scientific production on this topic from a
bibliometric perspective. To do this, the characteristics of the publications, authors, sources,
collaborations between authors and countries and research networks were analyzed.For
paragraph, use Normal. Paragraph text. Paragraph text. Paragraph text. Paragraph text.
Paragraph text. Paragraph text. Paragraph text. Paragraph text.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Materials and methods</title>
      <sec id="sec-2-1">
        <title>2.1. Design of the investigation</title>
        <p>The bibliometric mapping technique was used in order to find research trends in the area
related to the use or application of the metaverse in education. The variables analyzed were
authors, publications, sources, countries, affiliations and collaborations. A bibliometric mapping
is a research approach that uses quantitative techniques and bibliographic analysis to analyze
and visualize scientific production in a particular field of knowledge. This method involves the
collection and analysis of bibliographic data, such as journal articles, books, conferences, and
other sources, with the goal of understanding patterns, trends, and relationships in the scientific
literature. Unlike subjective methods, bibliometric analysis can provide an objective view of a
scientific domain, as it avoids biases resulting from a selective choice of evidence (Rejeb, Rejeb,
Appolloni, et al., 2023).</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Search methods</title>
        <p>Scopus database was used (Mongeon &amp; Paul-Hus, 2016) to identify peer-reviewed articles that
have addressed the metaverse and its relationship or implication in education as topics. In terms
of coverage, the Scopus database was chosen since it contains 84% of the titles indexed in Web of
Science (WoS), while WoS covers only 54% of Scopus titles (Rejeb et al., 2020). The following
were established as search keywords: ( TITLE ( metaverse AND education ) OR TITLE (
instruction AND metaverse ) OR TITLE ( metaverse AND training ) OR TITLE ( metaverse AND
education ). The following were considered as an inclusion criterion for the descriptors: only
papers that include the term “metaverse.” The data were exported to Microsoft Excel 365. After
manual review of the documents, no duplicate articles were found.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Data extraction and analysis</title>
        <p>After manual review of the documents, a final number of 130 articles were selected that met
the study criteria. Considering the novelty of the topic, the use of filters was not necessary. Only
one paper focusing on pigeon training was excluded. The rest of the results were converted to
CSV (Comma Separated Values) and RIS (Research Information System) formats, to serve as
analytical data (Shoaib et al., 2023). These data were used for analytical visualization regarding
the international publication trend on metaverse and education.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Results</title>
      <sec id="sec-3-1">
        <title>3.1. Initial data analysis</title>
        <p>Regarding the initial data analysis, it is perceived that the type of scientific document produced
on metaverse and education are original articles (62), followed by conferences. papers (37),
review articles (15) and book chapters (6).</p>
        <p>The analysis of global production per year (see Figure 1) shows a considerable increase in
research production, from 1 in 2014 to 76 articles so far in 2023. This is also evident in the annual
growth rate (61.8%). While the largest number of citations occurred in 2021 (44 citations).</p>
        <p>
          According to the trend shown in Figure 1, the growth since 2021 has been sustained, which
shows that the topic is interesting for educational researchers. It is important to highlight that
the production of peer-reviewed papers increased throughout the covid pandemic, this due to the
migration from face-to-face teaching to a digital context, a process that played a crucial role in
various educational settings. Although there are many different types of e-learning environments,
metaverse-based systems can help create safe and productive work and learning environments
by using virtual reality technology and continually seeking to expand learning experiences
(Devesh (Devesh &amp; Amandeep, 2022). 2021 was known as the first year of the metaverse
          <xref ref-type="bibr" rid="ref2 ref3 ref6">(C.
Zhang et al., 2022)</xref>
          . As global research on the metaverse flourishes, the topic will become a future
educational trend with great potential
          <xref ref-type="bibr" rid="ref2 ref2 ref3 ref3 ref6">(Shen et al., 2023; X. Zhang et al., 2022; Dwivedi et al.,
2022; Guo &amp; Gao, 2022; Park &amp; Kim, 2022; Shin, 2022)</xref>
          .
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Sources</title>
        <p>Regarding the most important sources, the IEEE transactions on learning technologies
magazine stands out (impact factor of 3.7 and citescore of 8.5) with 4 articles. In terms of impact,
the journal Sustainability (Switzerland) stands out with an h index of 3 and 3 documents in total
that accumulate 58 citations (see Table 3).
Q1
Q1
Q1
Q1
Q1</p>
        <sec id="sec-3-2-1">
          <title>Germany USA USA USA</title>
        </sec>
        <sec id="sec-3-2-2">
          <title>United</title>
        </sec>
        <sec id="sec-3-2-3">
          <title>Kingdom Switzerland 2.2 8.2</title>
        </sec>
        <sec id="sec-3-2-4">
          <title>Springer</title>
        </sec>
        <sec id="sec-3-2-5">
          <title>Nature</title>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Authors</title>
      <p>4
3
3
3
2</p>
    </sec>
    <sec id="sec-5">
      <title>5. Articles</title>
      <sec id="sec-5-1">
        <title>IEEE Access, 10, pp. 43421–43434</title>
        <p>Qualification</p>
      </sec>
      <sec id="sec-5-2">
        <title>Definition, roles, and potential research issues of the metaverse in education: An artificial intelligence perspective</title>
      </sec>
      <sec id="sec-5-3">
        <title>Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis</title>
        <p>Prediction of User՚s Intention to</p>
      </sec>
      <sec id="sec-5-4">
        <title>Use Metaverse System in Medical</title>
      </sec>
      <sec id="sec-5-5">
        <title>Education: A Hybrid SEM-ML</title>
      </sec>
      <sec id="sec-5-6">
        <title>Learning Approach</title>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Countries</title>
      <sec id="sec-6-1">
        <title>Interactive Learning</title>
      </sec>
      <sec id="sec-6-2">
        <title>Environments, 30(1), pp. 1–3</title>
      </sec>
      <sec id="sec-6-3">
        <title>Journal of Intelligence, 10(1), 17</title>
      </sec>
      <sec id="sec-6-4">
        <title>Metaverse or Simulacra? Roblox,</title>
      </sec>
      <sec id="sec-6-5">
        <title>Minecraft, Meta and the turn to virtual reality for education, socialization and work</title>
      </sec>
      <sec id="sec-6-6">
        <title>Utilizing the Metaverse for</title>
      </sec>
      <sec id="sec-6-7">
        <title>Learner-Centered Constructivist</title>
      </sec>
      <sec id="sec-6-8">
        <title>Education in the Post-Pandemic</title>
      </sec>
      <sec id="sec-6-9">
        <title>Era: An Analysis of Elementary</title>
      </sec>
      <sec id="sec-6-10">
        <title>School Students</title>
        <p>51
30.00
The list of countries with the greatest impact on metaverse research (see Table 6) is led by South
Korea, with 254 citations in Scopus; followed by China with 200 citations and the United Kingdom
with 138 citations. The country with the highest number of peer-reviewed documents is China
(88), followed by South Korea (62) and India (40). Since a single document can be written by
authors of different nationalities, the countries that have the highest number of collaborations
are the United Arab Emirates and the United Kingdom (4 collaborations each).
6.1. Co-occurrence analysis</p>
        <p>Keyword co-occurrence analysis generated 7 clusters, 68 items, 714 links, and a total link
strength of 1709. Cluster 1 (red), about metaverses, had 18 occurrences and focuses directly on
metaverse and its various forms of interaction in the educational context. Cluster 2 (green), about
students, had 16 occurrences and focuses on the metaverse՚s interaction with students. Cluster 3
(blue), about metaverse, had 13 occurrences and focuses on the different facets of the metaverse.
Group 4 (yellow), about education, had 12 occurrences and referred to the relationship between
covid, education and metaverse. Finally, cluster 5 (purple), above computer aided instruction,
had 5 occurrences and referred to higher education (see Figure 2).</p>
        <p>The most significant keywords were metaverse technology (9), systematic literature (7),
medical education (6) and virtual reality (6), as can be seen in the world map (see Figure 3). These
keywords are the basis of the studies that have been generated in the current context. The axes
of interest are directly focused on the impact of the metaverse on education and on the modalities
of virtual reality.</p>
        <sec id="sec-6-10-1">
          <title>6.2. Thematic map</title>
          <p>Figure 4 illustrates the thematic map with the driving themes in the upper left quadrant. These
topics drive the scientific literature on the metaverse, particularly on issues related to research,
applications, and future perspectives on this topic. Other important and current topics are the
application of training based on the metaverse. Regarding the basic topics, education in the era
of the metaverse and learning in the metaverse stand out. Among the niche topics, highly
developed internally but separated from all the others, the aspects related to engineering
simulators stand out, in addition to the effect on the quality of learning. On the contrary, among
the emerging or declining topics, represented by underdeveloped and marginal topics in
research, security in the metaverse stands out as emerging.</p>
        </sec>
        <sec id="sec-6-10-2">
          <title>6.3. Factor analysis</title>
          <p>The results of the multiple correspondence analysis (MCA), based on the Conceptual Structure
Map (CSM) method, show the conceptual structure of the keywords associated with metaverse
used in the articles included in this study (see Figure 5). The keywords closest to the central point
have had a greater presence in recent years.</p>
          <p>It can be seen in Figure 5 that the explained variance of dimension 1 (x-axis) reaches 75.32%,
which is the highest value. On the contrary, the explained variance of dimension 2 (the least
relevant located on the y-axis) is 10.62%. The red group of words in the title covers topics related
to higher education and technology, which are closer to dimension 1. The results highlight the
words three-dimensional computer graphics, virtual reality, metaverses, and virtual learning.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>7. Conclusions</title>
      <p>
        This study analyzed a sample of 130 documents retrieved from the Scopus database, which were
published in 105 scientific journals, with 4788 references and an average citation count per
document of 7. Scientific production reaches its peak in 2023, after the covid pandemic,
maintaining an annual growth rate of 61.80%. This result shows high growth from the year 2022.
This growth occurred during the post-covid period, due to the popularity of virtual environments,
which led to an increase in the research on metaverse
        <xref ref-type="bibr" rid="ref2 ref3">(Tlili et al., 2022)</xref>
        . This is also explained by
the millionaire investments made in technologies related to the metaverse such as Meta, Google,
Microsoft, NVidia, Amazon, Apple, Shopify, etc.
      </p>
      <p>Regarding the most cited articles in Scopus, the 2022 study “Definition, roles, and potential
research issues of the metaverse in education: An artificial intelligence perspective” by Gwo-Jen
Hwang and Shu-Yun Chien stands out, whereas Ahmad Aburayya from the United Arab Emirates
is the author with the largest number of publications on metaverse in the field of education. IEEE
Transactions on learning technologies (impact factor of 3.7 and citescore of 8.5) is the source with
the largest number of publications on the topic (4 articles).</p>
      <p>On the other hand, the list of countries with the greatest impact is led by South Korea with 254
citations and 29 peer-reviewed documents. The most important affiliation is the Yonsei
University College of Medicine of South Korea, results that coincide with those found by Chen and
Zhang (2022). The keyword co-occurrence analysis generated seven clusters, highlighting the
metaverse and its various forms of interaction in the educational context (specifically with
students), its facets, covid, higher education and its relationship with the metaverse. Very similar
results were those obtained by Bicen and Adedoyin (2022) who demonstrated the impact of the
metaverse in remote education, medical and health education, its use to improve learning,
evaluation and participation of students and teachers, as well as its impact on higher education.</p>
      <p>The most significant author keywords were metaverse technology (9), systematic literature
(7), medical education (6) and virtual reality (6)--the axes of interest being those focused on the
impact of the metaverse on education and the modalities of virtual reality. This was corroborated
by various investigations such as that of Chen and Zhang (2022) and that of Agac et al. (2023),
who state that the use of metaverse resources in the field of medicine focuses mainly on
multimodal medical information standards, fusion of medical and social data, telemedicine and
online health management, and medical artificial intelligence.</p>
      <p>In the thematic map we can observe the driving themes that drive the scientific literature on
the metaverse, in particular, all issues related to research, applications, future perspectives and
the validity of the application of training based on the metaverse. Chen and Zhang (2022)
highlight that the metaverse offers a variety of collaborative, intelligent, immersive and synthetic
environments for educational purposes. That is, metaverse technologies can establish a platform
where intelligent learning environments connect the physical world with the virtual one.
Regarding the basic topics, education and learning in the era of the metaverse stand out, which is
corroborated by studies such as those by Tlili et al. (2022), Mustafa (2022), Hirsh-Pasek et al.
(2022), Yue (2022), Almarzouqi et al. (2022) and Kaddoura and Husseiny (2023).</p>
      <p>
        Regarding emerging topics, academic certification based on the metaverse stands out.
Blockchain technology plays a crucial role and provides a decentralized infrastructure for the
metaverse, developing strong use cases for its ecosystem
        <xref ref-type="bibr" rid="ref2 ref3">(Gadekallu et al., 2022)</xref>
        through the
quality, privacy and security of data in the metaverse. Furthermore, it provides a complete
economic system that allows virtual goods to become physical objects (Jeon, 2021; Trunfio and
Rossi, 2022).
      </p>
      <p>In relation to the possible applications of the metaverse in education and learning, the
application of metaverse-based training through immersive learning environments stands out. In
addition, academics could investigate the metaverse and its various forms of interaction in the
educational context, evidencing how it interacts with students from diverse geographical
locations and cultures, evaluating its development and personalized interaction, but at the same
time its integration into a globalized world (Rejeb et al., 2023).</p>
      <p>From a practical perspective, the findings of this study have great importance for the different
stakeholders involved in the development and implementation of metaversal technologies within
educational systems. This research identified different thematic groups that offer valuable
information for the education industry seeking to use the potential of the metaverse to
revolutionize various sectors within education. Finally, it is necessary for professionals,
politicians and researchers to prioritize the responsible and equitable development of the
metaverse, which is why the focus of this bibliometric review is based on ethical and
sustainability considerations.</p>
      <p>Despite the significant findings, this study has some limitations. Firstly, the exclusive use of
the Scopus database to obtain scientific documentation may generate a selection bias, because
not all published scientific literature on the metaverse and education was covered in Scopus. It is
suggested that the databases be expanded to provide a more complete spectrum of the topic.
Furthermore, future research can study the application of the metaverse in instruction and
training in various areas. Secondly, it is likely that the 130 articles selected are not fully
representative of the corpus of research on the metaverse and education, considering that the
present research was specifically oriented to the metaverse and not its predecessors. Finally,
while bibliometric analysis has its advantages, this methodological approach may not adequately
capture the depth and complexity of this topic. Therefore, it is advisable to generate qualitative
studies and systematic reviews that enrich the significance of the phenomenon and help interpret
the modifications generated in the metaverse and the complexity of its development.</p>
    </sec>
    <sec id="sec-8">
      <title>8. Financing</title>
      <p>This research was not funded through any specific grant from public, commercial, or nonprofit
funding agencies.</p>
    </sec>
    <sec id="sec-9">
      <title>9. Data availability statement</title>
      <p>The information included in this article is the result of the analysis carried out by the researchers.
Readers or reviewers who require additional information to validate the content of the study may
send their queries to the authors.
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