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Table 3 Occurrences of technologies and tools for immersion in the studies involving education in the Metaverse for different generation types

From: Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis

Generation type Technology and tools for immersion Occurrence
Y (n = 20) Second life 7
Virtual reality 4
Learning management systems 2
Augmented reality 1
User interactivity 1
Intelligent tutoring system (ITS) 1
3D gaming platform 1
Web 3.0 1
Opensimulator 1
Not mentioned 1
Z (n = 15) Second Life 2
Virtual reality 2
opensimulator 2
augmented reality 2
Mixed reality 2
Convolutional neural network (CNN) 1
User interactivity 1
Natural language processing (NLP) 1
Moodle 1
Neuro-symbolic AI 1
Y & Z (n = 4) Virtual reality 1
Augmented reality 1
Immersive worlds 1
Mobile network 1
Z & Alpha (n = 2) Virtual reality 1
Augmented reality 1
Total N/A 41