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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Designing an immersive cloud-based educational environment for universities: a comprehensive approach</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Serhiy O. Semerikov</string-name>
          <email>semerikov@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
          <xref ref-type="aff" rid="aff7">7</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tetiana A. Vakaliuk</string-name>
          <email>tetianavakaliuk@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
          <xref ref-type="aff" rid="aff7">7</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Iryna S. Mintii</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
          <xref ref-type="aff" rid="aff5">5</xref>
          <xref ref-type="aff" rid="aff6">6</xref>
          <xref ref-type="aff" rid="aff7">7</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vita A. Hamaniuk</string-name>
          <email>vitana65@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Olha V. Bondarenko</string-name>
          <email>bondarenko.olga@kdpu.edu.ua</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pavlo P. Nechypurenko</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Svitlana V. Shokaliuk</string-name>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Natalia V. Moiseienko</string-name>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Academy of Cognitive and Natural Sciences</institution>
          ,
          <addr-line>54 Universytetskyi Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute for Digitalisation of Education of the NAES of Ukraine</institution>
          ,
          <addr-line>9 M. Berlynskoho Str., Kyiv, 04060</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Kremenchuk Mykhailo Ostrohradskyi National University</institution>
          ,
          <addr-line>20 University Str., Kremenchuk, 39600</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Kryvyi Rih National University</institution>
          ,
          <addr-line>11 Vitalii Matusevych Str., Kryvyi Rih, 50027</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Kryvyi Rih State Pedagogical University</institution>
          ,
          <addr-line>54 Universytetskyi Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff5">
          <label>5</label>
          <institution>Lviv Polytechnic National University</institution>
          ,
          <addr-line>12 Stepana Bandery Str., Lviv, 79000</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff6">
          <label>6</label>
          <institution>University of Łódź</institution>
          ,
          <addr-line>68 Gabriela Narutowicza Str., 90-136 Łódź</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
        <aff id="aff7">
          <label>7</label>
          <institution>Zhytomyr Polytechnic State University</institution>
          ,
          <addr-line>103 Chudnivsyka Str., Zhytomyr, 10005</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>107</fpage>
      <lpage>116</lpage>
      <abstract>
        <p>This paper presents a comprehensive approach to designing an immersive cloud-based educational environment (ICBEE) for universities. It defines the goals, structural components, functional modules, and actors of such an environment and provides a general metamodel reflecting its architecture. The paper suggests criteria for selection of immersive and cloud technologies, as well as guidelines for designing interactive learning content with augmented reality, virtual reality simulations and training applications. The proposed approach aims to create a methodological foundation for the development of ICBEEs as innovative ecosystems integrating advanced digital technologies and sound pedagogical practices to support active, personalized and practice-oriented learning.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;immersive learning</kwd>
        <kwd>augmented reality</kwd>
        <kwd>virtual reality</kwd>
        <kwd>cloud technologies</kwd>
        <kwd>educational environment</kwd>
        <kwd>e-learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The ongoing digital transformation of higher education requires the development of innovative learning
environments that leverage the potential of cutting-edge technologies to improve the quality and
accessibility of educational services. Immersive learning approaches based on augmented reality (AR)
and virtual reality (VR), coupled with the power and flexibility of cloud computing, open up new
possibilities for designing interactive, engaging, and practice-oriented educational experiences [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        An immersive cloud-based educational environment (ICBEE) can be defined as an integrated system
that combines AR/VR tools, cloud services, learning management platforms, and various educational
resources and activities to support learning, research, and management processes in a university
setting [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ]. The design and implementation of such environments require a solid scientific and
methodological foundation that takes into account the complex interplay of technological, pedagogical,
and organizational factors.
      </p>
      <p>The goal of this paper is to provide a comprehensive conceptual and methodological framework for
designing ICBEEs at higher education institutions. The main objectives are:
• to define the goals, structural components, and main actors of ICBEE;
• to provide criteria for selection of AR/VR and cloud technologies for educational purposes;
• to suggest guidelines and principles for designing immersive learning content;
• to develop a general metamodel reflecting the architecture and key elements of ICBEE.</p>
      <p>The rest of the paper is organized as follows. Section II provides a theoretical background on the
concept and main components of ICBEE. Section III focuses on the principles and criteria for designing
immersive learning content and selecting appropriate technologies. Section IV presents the results of
the study in the form of a general metamodel of ICBEE and discusses its implications for the educational
practice. Finally, Section V concludes the paper and outlines the directions for further research.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Theoretical background</title>
      <sec id="sec-2-1">
        <title>2.1. The concept and goals of immersive cloud-based educational environment</title>
        <p>
          The concept of immersive cloud-based educational environment (ICBEE) reflects the convergence of
two major trends in modern education: the use of immersive technologies such as AR and VR to create
more engaging and authentic learning experiences, and the adoption of cloud computing to enable
lfexible, scalable, and cost-efective delivery of educational services and resources [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
        <p>
          The main goals of designing and implementing ICBEEs in higher education can be summarized as
follows:
• to improve the quality of education by providing students with more interactive, personalized,
and practice-oriented learning opportunities [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ];
• to enhance the accessibility and flexibility of educational processes by leveraging the power of
cloud platforms and services [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ];
• to foster the development of students’ and teachers’ digital competencies required for efective
learning and working in the modern technology-rich environment [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ];
• to support innovative pedagogical approaches such as active learning, project-based learning,
and remote collaboration [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ];
• to enable data-driven decision-making and learning analytics based on the digital footprints of
students’ activities in the cloud-based environment [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
        <p>Achieving these goals requires a holistic approach to the design of ICBEE that takes into account its
complex structure and the interrelationships between its components.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Structural components of ICBEE</title>
        <p>
          Based on the analysis of previous research [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], we can identify the following main structural components
of an immersive cloud-based educational environment:
        </p>
        <p>Spatial-semantic component, which includes the physical spaces of the university (classrooms, labs,
collaboration zones) and their digital twins or virtual counterparts that can be accessed and interacted
with using immersive technologies.</p>
        <p>
          Technological component, which comprises the hardware and software infrastructure needed for
the deployment and functioning of ICBEE, including:
• cloud platforms and services (IaaS, PaaS, SaaS) that host learning management systems (LMS),
repositories, communication tools, and other applications [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ];
• computing devices (servers, PCs, laptops) and specialized equipment for AR/VR experiences
(headsets, controllers, trackers) [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ];
• AR/VR development tools and frameworks (game engines, SDKs, libraries) used to create
immersive learning content [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
        </p>
        <p>
          Content component, which encompasses the diverse types of digital learning resources and materials
hosted in the cloud and accessible to students and teachers, such as e-books, video lectures, virtual labs,
simulations, and assessments. This component also includes the data generated by the learning process
itself (learning analytics, user activity logs, performance records) that can be used for personalization
and improvement of educational services [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
        </p>
        <p>Communication component, which provides a set of tools and channels for synchronous and
asynchronous learning interactions, collaboration, and experience sharing among the actors of the
educational process. These may include video conferencing and webinar platforms, instant messaging
and project management systems, social networks and forums.</p>
        <p>
          Immersive component, which is specifically focused on AR/VR technologies and content that enable
learners to interact with digital objects in a more natural and realistic way, creating a sense of presence
and engagement. This component comprises:
• AR applications that overlay digital information onto the real world, e.g. by adding labels, 3D
models, or instructions to physical objects or locations [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ];
• VR simulations and virtual worlds that immerse the user in a fully digital environment, enabling
them to practice skills, conduct experiments, and explore complex concepts in a safe and controlled
way [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ];
• 360-degree videos and images that provide an immersive view of real-world locations and
phenomena, enhancing the learning experience and making it more memorable [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ];
• haptic and motion tracking devices that enable more natural and intuitive interaction with virtual
objects and environments [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
        <p>These components form an integrated system in which the physical and digital spaces are blended,
the learning process is mediated by a range of cloud-based tools and platforms, and the immersive
technologies add an extra layer of interactivity and engagement. The design of ICBEE should ensure
the seamless integration and interoperability of these components, as well as their alignment with the
educational goals and pedagogical approaches.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Functional modules and services of ICBEE</title>
        <p>The structural components of ICBEE described above are realized through a set of functional modules
and services that support various aspects of the educational process. These include:</p>
        <p>
          Learning management module (LMS), which serves as a central hub for organizing and delivering
educational content, tracking student progress, and facilitating communication between teachers and
students. Modern cloud-based LMS platforms such as Moodle, Canvas, or Blackboard provide a wide
range of features and can be easily integrated with other tools and services [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ].
        </p>
        <p>Immersive learning content authoring and delivery module, which provides tools for creating,
editing, and publishing AR/VR content such as 3D models, interactive simulations, and virtual tutorials.
This module may include cloud-based platforms for 3D modeling and animation, AR/VR SDK and
frameworks, as well as repositories for storing and sharing the created content.</p>
        <p>Institutional repository module, which provides a centralized storage and access point for various
types of digital learning resources and research outputs produced by the university staf and students.
Cloud-based repository platforms such as DSpace or Eprints enable easy submission, description, and
retrieval of materials, as well as their long-term preservation and accessibility.</p>
        <p>Learning analytics and reporting module, which collects and processes data about students’
learning activities, performance, and engagement in order to provide actionable insights for teachers,
learners, and administrators. This module may include cloud-based tools for data mining, visualization,
and dashboard creation, as well as predictive models for identifying students at risk and suggesting
personalized interventions.</p>
        <p>Communication and collaboration services, which enable synchronous and asynchronous
interactions among the actors of the educational process, both within and beyond the classroom. These
may include cloud-based tools for video conferencing, instant messaging, file sharing, and collaborative
document editing, as well as social networking and project management platforms.</p>
        <p>IT infrastructure management and security services, which ensure the reliable and secure
operation of the cloud-based environment, including user authentication and authorization, data backup
and recovery, performance monitoring, and cybersecurity measures.</p>
        <p>The integration and interoperability of these modules and services is essential for creating a seamless
and efective educational experience. The choice of specific tools and platforms should be based on
their functionality, reliability, usability, and cost-efectiveness, as well as their compatibility with the
existing IT infrastructure and the educational needs of the university.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Design of immersive learning content for ICBEE</title>
      <sec id="sec-3-1">
        <title>3.1. Principles of designing immersive learning experiences</title>
        <p>
          The efectiveness of immersive learning content in ICBEE largely depends on the proper application of
key design principles that take into account the specificities of AR/VR technologies and their impact on
the learning process. Based on the analysis of recent studies [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], we can identify the following main
principles for designing immersive learning experiences:
1. Interactivity and engagement: the immersive content should enable learners to actively interact
with digital objects and environments, manipulate them, and observe the consequences of their
actions. This principle is essential for creating a sense of agency and involvement in the learning
process.
2. Realism and authenticity: the virtual objects and environments should be designed to closely
resemble their real-world counterparts in terms of appearance, behavior, and functionality. This
principle is important for ensuring the transfer of knowledge and skills acquired in the virtual
setting to real-life situations.
3. Adaptability and personalization: the immersive content should be flexible enough to
accommodate diferent learning styles, preferences, and paces. It should provide learners with
opportunities for customization, self-regulation, and choice, as well as adapt to their individual
needs and performance.
4. Multimodality and multisensory feedback: the immersive learning experiences should engage
multiple sensory channels (visual, auditory, haptic) and provide learners with rich and diverse
feedback on their actions and progress. This principle is essential for enhancing the immersion,
retention, and transfer of learning.
5. Collaborative and social learning: the immersive content should support various forms of
collaboration and social interaction among learners, such as co-creation, peer feedback, and group
problem-solving. This principle is important for fostering the development of soft skills, such as
communication, teamwork, and leadership.
6. Safety and ethics: the immersive learning experiences should be designed with the physical
and psychological safety of learners in mind. They should avoid any content or situations that
may cause discomfort, distress, or harm, and adhere to the ethical standards and guidelines for
the use of immersive technologies in education.
        </p>
        <p>These principles should be applied in a balanced and context-specific way, taking into account the
learning objectives, target audience, and available resources. The design process should involve a close
collaboration between educators, subject matter experts, instructional designers, and AR/VR developers
to ensure the alignment between the pedagogical goals and the technological solutions.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Guidelines for developing educational AR applications</title>
        <p>
          Augmented reality (AR) is a powerful tool for enhancing the learning experience by overlaying digital
information onto the real world and enabling learners to interact with it in a natural and intuitive
way. Educational AR applications can be used for a wide range of purposes, such as visualizing
complex concepts, providing contextual support, and gamifying the learning process [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. To ensure
the efectiveness and usability of AR applications in the context of ICBEE, the following guidelines
should be followed:
• Use AR to provide contextually relevant information and guidance that enhances the
understanding and retention of the learning material. For example, an AR application for a biology course
may overlay labels, descriptions, and 3D models of organs onto a physical model of the human
body.
• Leverage the unique afordances of AR, such as spatial anchoring, object recognition, and
realtime tracking, to create immersive and interactive learning experiences. For example, an AR
application for a history course may enable students to explore a virtual reconstruction of an
ancient city by walking around a physical space and using their device as a “magic window”.
• Use AR to scafold and support the learning process by providing learners with timely feedback,
hints, and prompts based on their actions and performance. For example, an AR application for a
language learning course may use speech recognition to provide learners with real-time feedback
on their pronunciation and suggest corrections.
• Design AR experiences that are accessible, inclusive, and user-friendly, taking into account the
diverse needs and abilities of learners. This includes providing clear instructions, adjustable
settings, and alternative modes of interaction (e.g., voice commands for learners with motor
impairments).
• Integrate AR applications seamlessly into the overall learning flow and align them with the
learning objectives, assessment strategies, and other digital tools used in the course. For example,
an AR application for a chemistry lab may be linked to the corresponding sections of the e-textbook
and the LMS gradebook.
• Ensure the technical stability, performance, and cross-platform compatibility of AR applications
by using reliable development tools and frameworks (such as AR.js, ARCore, ARKit, or ARToolKit),
optimizing the content for diferent devices and screen sizes, and providing clear instructions for
installation and troubleshooting.
• Evaluate the efectiveness and usability of AR applications through user testing, learning analytics,
and feedback from learners and educators. Use this data to iteratively improve the design and
functionality of the applications and to inform future development eforts.
        </p>
        <p>Some specific examples of educational AR applications that can be developed using these guidelines
include:
• An AR-enhanced textbook for an engineering course that allows students to explore interactive
3D models of machines and mechanisms by pointing their device at specific pages or diagrams.
• A location-based AR game for an environmental science course that engages students in a
simulated field study by placing virtual specimens, instruments, and data collection tasks in
real-world settings.
• An AR-based language learning app that helps students practice vocabulary and grammar by
overlaying translations, definitions, and examples onto real-world objects and scenes.</p>
        <p>By following these guidelines and exploring the diverse possibilities of AR, educators and developers
can create engaging and efective learning experiences that bridge the gap between the digital and
physical worlds and support the development of 21st-century skills and competencies.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Approaches to designing VR simulations and training systems</title>
        <p>
          Virtual reality (VR) simulations and training systems are among the most promising applications of
immersive technologies in education, as they allow learners to practice skills, explore scenarios, and
gain hands-on experience in a safe and controlled environment. In the context of ICBEE, VR simulations
can be used for a wide range of purposes, such as medical training, scientific experiments, engineering
design, and soft skills development [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. To ensure the efectiveness and usability of VR simulations,
the following approaches should be followed:
1. Align the simulation design with the learning objectives and outcomes: Start by clearly
defining what skills, knowledge, and attitudes the learners should develop as a result of the VR
experience, and use this as a basis for designing the content, interactions, and assessments.
2. Create realistic and immersive environments that replicate the key aspects of the
realworld setting: Use high-quality 3D models, textures, and animations to create a visually
compelling and believable environment that captures the relevant details and complexity of the
simulated scenario.
3. Provide learners with authentic and relevant tasks and challenges that require the
application of the targeted skills and knowledge: Design the simulation scenarios based
on real-world problems, cases, or situations that learners are likely to encounter in their future
professional or academic activities.
4. Implement intuitive and natural interaction methods that mimic the real-world actions
and behaviors: Use VR controllers, haptic devices, or gesture recognition to enable learners to
manipulate objects, navigate the environment, and perform tasks in a way that feels natural and
realistic.
5. Provide learners with adaptive feedback, guidance, and support based on their individual
performance and needs: Use intelligent tutoring systems, real-time analytics, and machine
learning algorithms to track learners’ actions, assess their progress, and provide personalized
recommendations and scafolding.
6. Allow for collaborative and social learning experiences that foster teamwork,
communication, and problem-solving skills: Design multi-user VR simulations that enable learners
to work together, share resources, and coordinate their actions towards a common goal, while
providing tools for communication and awareness.
7. Ensure the safety, comfort, and well-being of learners by following the best practices
and guidelines for VR design and use: This includes providing clear instructions and warnings,
allowing for frequent breaks and adjustable settings, and avoiding any content or interactions
that may cause motion sickness, eye strain, or psychological distress.
8. Integrate VR simulations into the broader learning ecosystem by linking them with
other digital tools, platforms, and resources: For example, a VR medical simulation may be
accompanied by an e-textbook, a discussion forum, and a performance dashboard that are all
accessible through the LMS.
9. Evaluate the efectiveness and impact of VR simulations through rigorous research and
continuous improvement: Use a combination of quantitative and qualitative methods, such
as learning analytics, user surveys, and expert reviews, to assess the learning outcomes, user
experience, and return on investment of VR simulations, and use this data to refine and optimize
their design.
        </p>
        <p>
          Some examples of VR simulations and training systems that can be developed using these approaches
include:
• A VR laboratory for a chemistry course that allows students to conduct virtual experiments,
manipulate 3D models of molecules, and observe chemical reactions in a safe and reproducible
way.
• A VR clinical simulation for a nursing program that enables students to practice patient assessment,
diagnosis, and treatment skills in a realistic hospital environment, with virtual patients that
respond to their actions and decisions [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ].
• A VR design studio for an architecture course that provides students with tools for creating,
exploring, and presenting 3D models of buildings and landscapes, while collaborating with peers
and experts from around the world.
        </p>
        <p>By leveraging the immersive and interactive capabilities of VR, educators can create powerful learning
experiences that bridge the gap between theory and practice, foster deep understanding and long-term
retention, and prepare learners for the challenges and opportunities of the real world.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. General metamodel of ICBEE</title>
      <p>Based on the analysis of the structural components, functional modules, and design principles of
immersive cloud-based educational environments presented in the previous sections, we propose a
general metamodel of ICBEE that captures its key elements and their relationships (figure 1). The
metamodel consists of four main layers:</p>
      <p>Immersive Learning Experiences</p>
      <p>Learning &amp; Research Activities</p>
      <p>Digital Competencies Development
Immersive Learning Content</p>
      <p>Educational Applications &amp; Content</p>
      <p>Learning Analytics &amp; Assessment
AR/VR Development Tools</p>
      <p>Cloud Platforms &amp; Services</p>
      <p>Learning Management
Hardware &amp; Devices</p>
      <p>Cloud Infrastructure</p>
      <p>Administration &amp; Security</p>
      <p>1. The Infrastructure layer, which includes the physical and virtual computing resources, such as
servers, storage, and networks, that support the operation of the cloud-based environment. This
layer also encompasses the administration and security services that ensure the reliable, eficient,
and safe functioning of the infrastructure.
2. The Platforms and Services layer, which includes the software components and tools that
enable the development, deployment, and management of educational applications and content
in the cloud. This layer consists of two sub-layers: (a) the general-purpose cloud platforms and
services, such as learning management systems, collaboration tools, and data analytics engines;
and (b) the specialized AR/VR development tools and frameworks, such as game engines, 3D
modeling software, and device-specific SDKs.
3. The Educational Content and Applications layer, which includes the digital resources and
software tools that are used directly by learners and educators in the learning process. This
layer consists of two sub-layers: (a) the general educational content and applications, such as
e-textbooks, video lectures, simulations, and assessments; and (b) the immersive learning content
and applications, such as AR/VR simulations, 360-degree videos, and haptic interfaces.
4. The Learning and Research Activities layer, which includes the various forms of educational
activities and experiences that are supported by the ICBEE, such as lectures, labs, projects, and
research. This layer consists of two sub-layers: (a) the general learning and research activities,
such as problem-based learning, collaborative learning, and scientific inquiry; and (b) the
immersive learning experiences that leverage the unique afordances of AR/VR technologies, such as
embodied learning, situational learning, and experiential learning.</p>
      <p>The arrows in the metamodel represent the relationships and dependencies between the diferent
layers and components. For example, the cloud infrastructure provides the necessary computing
resources and services for the development and deployment of educational applications, while the
AR/VR development tools enable the creation of immersive learning content that is used in the learning
activities. The learning activities, in turn, generate data and feedback that can be analyzed using learning
analytics tools to improve the quality and efectiveness of the educational content and applications.</p>
      <p>The metamodel also highlights the cross-cutting aspects of ICBEE, such as the development of
learners’ digital competencies, which is supported by all layers of the environment, from the use of
innovative hardware and software tools to the participation in authentic and meaningful learning
activities. Another important cross-cutting aspect is the integration and interoperability of the diferent
components and services, which is essential for creating a seamless and coherent learning experience.</p>
      <p>The proposed metamodel provides a high-level conceptual framework for understanding the key
components and relationships of immersive cloud-based educational environments. It can serve as a
basis for the design, development, and evaluation of specific ICBEE implementations, as well as for the
identification of research challenges and opportunities in this field. The metamodel can also be used as
a communication tool for facilitating the dialogue and collaboration between the diferent stakeholders
involved in the creation and use of ICBEE, such as educators, learners, researchers, IT professionals,
and policymakers.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>This paper presented a comprehensive approach to designing immersive cloud-based educational
environments (ICBEEs) for higher education institutions. The proposed approach is based on a thorough
analysis of the key components, functional modules, design principles, and development guidelines for
ICBEEs, as well as on a review of relevant research and practice in the field.</p>
      <p>The main contributions of the paper include: (a) a conceptual framework for understanding the
goals, structure, and functions of ICBEEs; (b) a set of criteria and recommendations for selecting and
integrating immersive and cloud technologies in educational settings; (c) a collection of design principles
and guidelines for creating efective and engaging immersive learning content and experiences; and
(d) a general metamodel that captures the key elements and relationships of ICBEEs and provides a
high-level roadmap for their design and implementation.</p>
      <p>The proposed approach and metamodel can serve as a foundation for further research and
development in the field of immersive and cloud-based learning technologies. Some potential directions for
future work include:
• Developing and evaluating specific ICBEE implementations for diferent educational contexts,
domains, and levels, and studying their impact on learning outcomes, motivation, and satisfaction
of learners and educators.
• Investigating the pedagogical, technological, and organizational factors that influence the
adoption, use, and sustainability of ICBEEs in higher education institutions, and identifying the best
practices and lessons learned from successful cases.
• Exploring the potential of emerging technologies, such as virtual and augmented reality, artificial
intelligence, and learning analytics, to enhance the functionality and efectiveness of ICBEEs,
and addressing the technical, ethical, and societal challenges associated with their use.
• Conducting comparative studies of diferent ICBEE designs and implementations, and developing
benchmarks and standards for evaluating their quality, eficiency, and impact on learning and
teaching.
• Examining the implications of ICBEEs for the roles, competencies, and professional development
of educators, and designing training programs and support services that enable them to efectively
integrate immersive and cloud-based technologies into their teaching practice.</p>
      <p>Immersive cloud-based educational environments represent a promising and transformative approach
to learning and teaching in higher education, one that leverages the power of advanced technologies to
create engaging, personalized, and authentic learning experiences. The design and implementation of
efective ICBEEs require a holistic and interdisciplinary approach that takes into account the complex
interplay of technological, pedagogical, and organizational factors, and that is grounded in
researchbased principles and guidelines. The proposed metamodel and recommendations provide a starting
point for this endeavor, but much work remains to be done to fully realize the potential of ICBEEs and
to address the challenges and opportunities they present for the future of higher education.</p>
    </sec>
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