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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