Abstract
Objectives The purpose of this study was to explore and characterize the experience of youth using Metaverse. Methods In-depth interview was conducted with 7 teenagers who are attending middle and high school, located in A city, using Colaizzi's phenomenological research method. 7 teenagers have experience using Metaverse. Results As results, 3 essential themes, 6 sub-categories, 14 semantic units were found. Three essential themes were ‘double-edged network’, ‘a third school’, self reflection’. And six sub-categories were ‘unexpected displeasure’, ‘activities extension’, ‘knowledge acquisition’, ‘a free outpouring of emotion’, ‘awareness of mataverse unreality’, ‘self-regulation improvement’. Conclusions The discussion on online education whether to enable Metaverse to be used for the education of teenagers is as follows. First, raise awareness among teenagers that social norms similar as the ones of the real world also exist in the Metaverse. Second, provide opportunities for young people to experience various activities in the Metaverse. Third, provides youth with time and space to express their needs in addition to what the Metaverse has to offer.
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