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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>A meta-analysis, Br. J. Educ. Technol.</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1007/s40692-020-00169-2</article-id>
      <title-group>
        <article-title>An Edu-Metaverse framework to foster knowledge gain and retention</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Biagio Tomasetig</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Human-Computer Interaction Lab, Department of Mathematics</institution>
          ,
          <addr-line>Computer Science and Physics</addr-line>
          ,
          <institution>University of Udine</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2026</year>
      </pub-date>
      <volume>51</volume>
      <issue>2020</issue>
      <fpage>44</fpage>
      <lpage>53</lpage>
      <abstract>
        <p>My research investigates the design and efectiveness of Edu-Metaverses, i.e., persistent, multi-user, virtual learning environments leveraging Extended Reality technologies, with the aim of addressing both learners' and educators' perspectives to develop evidence-based guidelines for efective Edu-Metaverses. My first user study, conducted within an Edu-Metaverse I developed, reveals that collaborative learning significantly improves the acquisition and retention of concise cultural heritage knowledge compared to individual exploration. Other achieved results showed how locomotion techniques influence learning outcomes, showing that teleportationbased methods enhance vocabulary learning while minimizing simulator sickness. From a technical standpoint, we optimized path planning algorithms to support scalable navigation in complex virtual environments, laying the groundwork for future integration of autonomous agents and multi-user interactions inside Edu-Metaverses. My research also identified future research areas related to embodiment, adaptive content delivery, and feedback mechanisms for both educators and learners, along with broader possibilities in AI-enhanced pedagogical tools. Building on this, I propose a draft framework to guide educators, developers, and institutions in creating scalable Edu-Metaverses to improve knowledge acquisition, retention, and engagement across diverse educational contexts.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Edu-Metaverse</kwd>
        <kwd>Extended Reality</kwd>
        <kwd>Virtual Learning Environments</kwd>
        <kwd>Immersive Learning</kwd>
        <kwd>Knowledge Gain</kwd>
        <kwd>Knowledge Retention</kwd>
        <kwd>Educational Technology</kwd>
        <kwd>User Interaction in VR</kwd>
        <kwd>User Studies</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The rapid evolution of Extended Reality (XR) technologies has expanded educational possibilities [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ].
By overcoming the limitations of space and time found in traditional learning environments, XR ofers
tools to engage learners and deliver educational content efectively [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4">1, 3, 4, 2</xref>
        ]. More recently, within this
broader technological landscape, Edu-Metaverses [
        <xref ref-type="bibr" rid="ref5 ref6 ref7 ref8 ref9">5, 6, 7, 8, 9</xref>
        ] have emerged as a promising paradigm
for improving educational experiences though shared, persistent, and decentralized multi-user virtual
environments (VEs) [
        <xref ref-type="bibr" rid="ref10 ref11 ref5 ref7 ref8 ref9">5, 7, 10, 8, 9, 11</xref>
        ].
      </p>
      <p>
        While XR technologies’ efects and their positive impact on learning are well-established in the
literature [
        <xref ref-type="bibr" rid="ref12 ref2 ref4">4, 12, 13, 2</xref>
        ], Edu-Metaverses represent an advancement, creating persistent, dynamic, collaborative
virtual learning spaces [
        <xref ref-type="bibr" rid="ref5 ref9">5, 9, 14, 15</xref>
        ]. However, it remains unclear whether the educational benefits and
design principles of XR that are well known in the literature transfer directly to Edu-Metaverse contexts
[
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ]. As this paradigm evolves, its efectiveness may difer across various scenarios, populations, and
implementations, highlighting the need for user studies to determine its strengths and weaknesses.
      </p>
      <p>My contribution is a structured, dual perspective (learners’ and educators’) framework that
extrapolates lessons learned from user studies to guide efective construction of Edu-Metaverse learning
environments that promote improved knowledge acquisition and retention across diverse learning
contexts and scenarios. To this purpose, my work seeks to establish evidence-based design principles that
leverage the unique possibilities of Edu-Metaverses while acknowledging their distinct characteristics
and similarities to XR applications.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>
        The Metaverse has gained attention in recent years (see Mystakidis [16]), with a growing interest in the
industry, especially after Facebook’s 2021 rebranding as Meta [15, 17]. Although the idea first appeared
in science fiction (see Neal Stephenson’s 1992 book [ 18]), it has gradually shaped into a more tangible
concept. As a result, researchers are looking into the Metaverse as a promising tool in many fields. In
education specifically, this has led to the Edu-Metaverse paradigm [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], which technologically consists of
persistent, multi-user decentralized digital platforms where the primary objective is learning, and with
additional educational capabilities compared to traditional learning like user interaction, community
building, and creative collaboration [
        <xref ref-type="bibr" rid="ref5 ref7 ref9">5, 7, 9, 17, 19, 20</xref>
        ].
      </p>
      <p>
        The Edu-Metaverse is opening up new possibilities for education by taking learning beyond traditional
classrooms and linear teaching methods [
        <xref ref-type="bibr" rid="ref5 ref9">5, 9, 15, 21</xref>
        ]. This paradigm facilitates innovative pedagogical
approaches grounded in interactive engagement, immersive learning environments, and collaborative
knowledge construction [
        <xref ref-type="bibr" rid="ref10 ref5 ref8">5, 10, 8, 15, 21</xref>
        ].
      </p>
      <p>
        To realize its potential, researchers have developed multiple frameworks. Wang et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] have
proposed a framework to guide the design and growth of Edu-Metaverse platforms, highlighting the need
for a broad view that considers technical, educational, and social components. Sin et al. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] emphasize
the importance of grounding Edu-Metaverse design in multiple theoretical foundations, including
constructivism (see Sjøberg [22]), immersive learning theory (see Gibson [23]), visual literacy [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], and
collaborative learning [
        <xref ref-type="bibr" rid="ref10 ref8">8, 10</xref>
        ]. Bobko et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] contribute to this foundation by proposing a 3D ecosystem
model to foster learner-centered innovation through modular, scalable, and interactive environments.
Other recent studies have explored the emerging potential and limitations of Edu-Metaverse platforms.
Chen et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] comprehensively analyze the main research trends and collaboration networks in
Metaverse-based education. Li et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] focus on the empirical validation of enabling technologies for
collaborative learning in Edu-Metaverses, emphasizing technical robustness and user-centered design.
      </p>
      <p>
        Beyond more theoretical frameworks, recent research has produced concrete Edu-Metaverse
applications and domain-specific systems [
        <xref ref-type="bibr" rid="ref9">15, 9</xref>
        ]. These range from immersive science labs and language
learning platforms to collaborative virtual classrooms and training simulations [
        <xref ref-type="bibr" rid="ref6 ref9">6, 9, 14, 15, 19, 24</xref>
        ].
While these examples demonstrate the potential of Edu-Metaverse technologies, they also expose
possible gaps in instructional coherence, scalability, and educator support [
        <xref ref-type="bibr" rid="ref5">5, 15, 17, 25</xref>
        ]. These new
challenges, along with opportunities [25], point to factors that extend beyond the well-documented
benefits of XR in education [
        <xref ref-type="bibr" rid="ref12 ref2 ref4">4, 2, 12, 13, 26, 27</xref>
        ]. Furthermore, it is necessary to better understand
how well-established XR-related psychological and experiential factors (e.g., presence, social presence,
cognitive load, usability, and simulator sickness) may afect learning outcomes [ 28, 29] (both immediate
knowledge gain and long-term retention) inside Edu-Metaverses, thus highlighting the need to account
for both technological tools and their psychological and pedagogical impacts.
      </p>
      <p>
        However, existing frameworks acknowledge significant limitations in bridging theory and practice
[
        <xref ref-type="bibr" rid="ref10 ref5 ref7">5, 7, 10</xref>
        ] and applications often emerge from technological possibilities rather than educational needs
[
        <xref ref-type="bibr" rid="ref9">9, 15</xref>
        ]. Peña-Rios and Wu [25] highlight a gap in frameworks connecting technical capabilities with
pedagogical needs. In fact, few studies have considered how these immersive environments influence
both learner and educator perspectives. My framework addresses this by linking theory to practice and
providing concrete design guidelines for efective Edu-Metaverse learning experiences.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Proposed Framework</title>
      <p>
        To address the lack of integrated pedagogical and technical models (see Peña-Rios and Wu [25]) in
immersive learning, I propose a dual-perspective Edu-Metaverse framework, considering both XR
capabilities [
        <xref ref-type="bibr" rid="ref1 ref2 ref3">1, 3, 2, 27</xref>
        ] and foundational educational theories [30], as well as considering core design
elements of Edu-Metaverses [
        <xref ref-type="bibr" rid="ref10 ref5 ref7">5, 7, 10</xref>
        ] (see Figure 1).
      </p>
      <p>
        From the learners’ perspective, the framework is rooted in constructivist learning theory [22], which
emphasizes active, contextualized knowledge construction through social interaction, and incorporates
its application within Edu-Metaverse environments [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. It is further informed by the Cognitive Afective
Model of Immersive Learning (CAMIL), which links cognitive aspects influenced by XR technologies
with learning outcomes [28]. Among the key potentialities and challenges on this side are the efects
of content type (e.g., discursive and concise), VE locomotion, embodiment (of self and others), avatar
representation, collaborative learning dynamics, and social learning dynamics. I am addressing this
aspect considering their relation with experiential dimensions intrinsic to XR technologies, such as
presence, social presence, cognitive load, motivation, and the importance of interaction within the VEs
(see Makransky and Petersen [28] and Makransky and Lilleholt [29]). The framework integrates varied
content types with gamification and adaptive learning, all supported by feedback systems. To ensure
meaningful interaction even in low-population Edu-Metaverse settings, we propose the concept of
“bootstrapping the Metaverse” based on AI-driven agents in the same VE as learners to simulate peer
interactions and sustain collaborative dynamics.
      </p>
      <p>
        From the educators’ perspective, the framework helps instructional innovation through tools
such as AI-assisted content creation and AI-based topic modeling [31, 32], enabling faster preparation
of immersive lessons while supporting consistency and alignment with curricular goals. It supports
learning performance evaluation and instructional control (e.g., pacing and sequencing) to optimize
the efectiveness of learning sessions. Although Edu-Metaverses are often conceptualized as primarily
learner-centric environments [
        <xref ref-type="bibr" rid="ref5 ref7">5, 7</xref>
        ], my framework emphasizes the expanded role of educators not only
as facilitators, but also as active creators of content and participants within the learning process [
        <xref ref-type="bibr" rid="ref7">7, 20</xref>
        ].
The framework, from this perspective, also examines how key elements such as embodiment, presence,
and social presence afect teaching efectiveness (considering the CAMIL model [ 28]). Educators can also
leverage direct gamification and adaptive learning, as well as provide contextual feedback and coherent,
continuous communication to learners adapted to their educational needs [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. The framework also
supports hybrid learning ecosystems (via the concept of “bootstrapping the Metaverse”) by integrating
AI agents that simulate teaching assistants or peer collaborators, compensating for the limited human
presence inside, yet scarcely populated Edu-Metaverses.
      </p>
      <p>This framework combines established theories on XR, learning science, and educational technologies
with practical insights, drawn from our user studies, to support the design of efective Edu-Metaverse
experiences, thus avoiding focus on specific hardware implementations and possibly adapting to
evolving XR technologies. The goal is to ensure that Edu-Metaverses enhance educational outcomes by
improving knowledge gain, retention, and transfer of learning, both formal and informal (see Ainsworth
and Eaton [33]), while fostering collaboration, creativity, and critical thinking.</p>
      <p>XR Technologies</p>
      <p>Virtual
Reality
TRADITIONAL</p>
      <p>LEARNING</p>
    </sec>
    <sec id="sec-4">
      <title>4. Results so far</title>
      <p>My eforts to develop an evidence-based Edu-Metaverse framework began by focusing on a core subset
of this broader research agenda. Specifically, I have explored several key components related to the
learner experience. Three studies have been completed and are ready for submission.</p>
      <p>In my first study I developed an immersive VR Edu-Metaverse reconstructing a North-East Italy
rural area to evaluate how collaborative learning impacts cultural heritage knowledge acquisition. I
investigated whether collaborative learning boosts content retention compared to individual learning
and for which content type. Results show that collaborative learning significantly benefits concise
content, where users activated more objects, while discursive content showed no diference. Social
presence was higher in collaborative conditions, while no statistically significant diference was found
for the sense of presence. These findings indicate that immersive collaboration improves learning when
information is concise and easily shareable between peers, highlighting the need to organize knowledge
into manageable chunks inside Edu-Metaverses in informal learning scenarios.</p>
      <p>The second study examined how locomotion techniques afect cultural heritage learning in immersive
VR. Native Italian speakers learned dialect vocabulary about rural objects from the Natisone Valleys in
a virtual environment populated with autonomous agents simulating a collaborative experience. Three
conditions were tested: teleportation, arm-swing, and “lerport” (teleportation for self with continuous
movement visualization for others). Teleportation significantly improved vocabulary retention, reduced
simulator sickness compared to arm-swing, and enhanced presence over lerport. No significant
diferences were found in social presence, satisfaction, or usability, supporting teleportation as an efective
technique for cultural learning in immersive VR and potentially inside Edu-Metaverses.</p>
      <p>The third study developed a framework for generating VE, extracting navigation meshes, and
comparing pathfinding algorithms across 1.5 million instances. Results indicate that Best-First Search is
a resource-eficient alternative to A*, while BFS balances path quality and computational speed. These
ifndings could enhance agent navigation (especially on resource-constrained standalone XR devices) in
scalable Edu-Metaverses, supporting our proposed concept of “bootstrapping the Metaverse”.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Ongoing and Future Work</title>
      <p>Ongoing research focuses on expanding and refining the proposed Edu-Metaverse framework, which
will be validated through user studies across diverse educational contexts.</p>
      <p>A key ongoing efort deploys an implementation of Edu-Metaverse based on the proposed framework
to compare immersive VR classrooms with traditional lecture in class, using low-cost head-mounted
displays in formal education. This comparison assesses Edu-Metaverse’s impact on engagement,
knowledge retention, and instructional efectiveness. In parallel, I investigate how embodiment (self and
others) afects learning, focusing on avatar representation, non-verbal communication, and interactions.
Additional work centers on designing and validating AI-assisted tools for educators, enabling content
generation, adaptive sequencing, and instructional feedback within immersive VEs.</p>
      <p>Future research will propose the concept of “bootstrapping the Metaverse”, integrating AI-driven
agents with real Edu-Metaverse users to ensure persistent interaction even in scarcely populated
EduMetaverses or individual learning contexts. Additionally, I aim to develop adaptive learning tools
for educators to provide educational content based on behavioral and performance data. I will also
conduct user studies to evaluate the efectiveness of traditional learning approaches and diferent XR
technologies (e.g., virtual vs. augmented reality), comparing traditional methods against XR technologies
as well as the two XR technologies, one against the other, within Edu-Metaverses.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusions</title>
      <p>My doctoral research proposes an Edu-Metaverse framework grounded in empirical evidence from
multiple user studies. The results so far demonstrate that collaborative learning enhances knowledge
acquisition for concise content, that teleportation-based locomotion optimizes vocabulary learning
while maintaining user comfort, and that eficient pathfinding algorithms efectively support scalable
multi-agent environments.</p>
      <p>The proposed framework bridges technical capabilities with pedagogical needs by addressing learner
and educator perspectives. It emphasizes that successful Edu-Metaverses require careful orchestration
of multiple interdependent elements.</p>
      <p>My doctoral thesis will apply a revised version of the proposed framework, grounded in my research
results, to define guidelines and design principles for building efective Edu-Metaverses.</p>
    </sec>
    <sec id="sec-7">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the author used ChatGPT-4o and Grammarly for grammar and
spelling checks, writing style improvements, and paraphrasing and rewording, in line with the GenAI
Usage Taxonomy at https://ceur-ws.org/GenAI/Taxonomy.html. After using these tools, the author
reviewed and edited the content as needed and takes full responsibility for the publication’s content.</p>
    </sec>
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