Abstract

The use of immersive and interactive learning environments is gaining traction in science, technology, engineering and mathematics (STEM) education, as educators seek to engage students and enhance learning outcomes. We explore the potential of Metaverse for designing immersive and interactive escape rooms that leverage microlearning to teach STEM concepts and skills. We overview Metaverse and its potential as a learning environment, before delving into the use of escape rooms as a strategy for fostering critical thinking, collaboration, and problem-solving in STEM education. We examine the benefits of incorporating microlearning strategies into escape rooms, including the use of bite-sized content and personalized learning paths. Through a case study of a Metaverse escape rooms implemented in Studio Gometa as a smartphone app and aimed at mathematics education, we highlight the learning outcomes achieved and the challenges faced in the design and implementation process.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.