How ‘Metaverse’ Benefits the Education Sector
Metaverse Monetizing Education
Users can buy, socialise, engage in recreational activities, and even learn in the Metaverse, a virtual environment where each user is represented by an avatar. Many big giants, including Facebook (which just changed its corporate name to Meta) and Microsoft, have made its development a priority.
Facebook CEO Mark Zuckerberg described how the metaverse would transform life in a recent video presentation. A major emphasis was placed on education. The process of learning would become immersive. Students can virtually “teleport” to any location or time by donning glasses or a headset. Any item, even a planet, a human organ, or an automobile engine, might be brought to them for study.
The metaverse has already influenced some parts of higher education. The ability of the metaverse to increase profit in higher education is where its true revolutionary potential rests.
A single avatar can travel between different environments, such as an online store and a lecture hall, thanks to the metaverse. Many of the specific advancements listed in Facebook’s presentation, meanwhile, are already available in certain capacities.
Universities employ virtual worlds like Second Life and even the block-building game Minecraft. They might improve lectures or let online students virtually visit a campus. Students studying medicine or architecture can practice skills that are challenging to master in real life with the aid of virtual reality simulations.
Students will be able to experience university in a more “cyber-physical” way thanks to the metaverse, where the virtual and physical worlds converge. In his speech, Zuckerberg discussed how the metaverse would result in the hiring of programmers and artists to create brand-new learning environments. However, this sector of the economy is already active. An illustration of this is online “edutainment,” where games that combine teaching and enjoyment help students learn.
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