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 |