More and more universities are becoming metaversities, turning their physical campuses into an online virtual world, often referred to as the "metaverse". In one initiative, 10 US universities are partnering with parent company Facebook Meta and virtual reality company VictoryXR to create online 3D replicas (also known as digital twins) of their campuses, where people and things are connected to each other. move around the real world. world space.
Some classes have already happened in the metaverse. VictoryXR also says it plans to build and operate 100 digital dual campuses by 2023. This allows you to set up a group and interact in the classroom in real time with live instructors. But starting in 2027, New Mexico State University, one of the creators of the metaversity, wants to offer a degree that allows students to take all classes in virtual reality.
1.Significant costs and time
In some cases, the metaverse offers a low-cost alternative to learning. For example, building a cadaver lab costs millions of dollars and requires a lot of space and maintenance. The Virtual Cadaver Lab has made scientific learning accessible at Fisk University. However, VR content licensing, digital twin campus construction, VR headsets, and other investment costs increase costs for universities.
A metaverse course license costs at least $20,000 at a university and can be as high as $100,000 for a digital twin campus. VictoryXR also charges an annual subscription fee of $200 per student for access to the Metaverse. In addition, virtual reality glasses have an additional cost. Meta offers a limited number of free VR headsets (Meta Quest 2) for Metaversity launched by Meta and VictoryXR, but this is only a fraction of what you might need. The junior version of the 128GB Meta Quest 2 headset costs $399.99.
2.Security, data privacy, and safety concerns
The business models of companies developing the technology of the metaverse are based on the collection of detailed personal data of their users. For example, anyone who wants to use Meta's Oculus Quest 2 VR headset must have a Facebook account. Headsets can collect very personal and sensitive data, such as location information, students' physical characteristics and movements, and voice recordings. Meta is under no obligation to maintain the confidentiality of its data or limit the access that advertisers may have.
Meta is also working on a high-end Project Cambria VR headset with more advanced features. Sensors inside the device allow the virtual avatar to maintain eye contact and express facial expressions that reflect the user's eye and facial movements. This data helps advertisers measure user attention and target them with personalized ads.
3.Lack of access to developed infrastructure in rural areas
Many applications of the metaverse, such as 3D video, are bandwidth intensive. High-speed data networks are needed to process all the information passing between sensors and users in virtual and physical spaces.
Many users, especially in rural areas, lack the infrastructure to support streaming of high-quality Metaverse content. For example, 97% of the US urban population has access to a high-speed connection, compared to 65% in rural areas and 60% on tribal lands.
4.Adapting challenges to a new environment
The creation and launch of a metaversity requires significant changes in the school approach to teaching and learning. For example, Metaverse students don't just get content, they actively participate in VR games and other activities.
By combining advanced technologies such as immersive game-based learning and virtual reality with artificial intelligence, you can create personalized learning experiences that can be accessed through the metaverse rather than in real time. An automated system that tailors the content and pace of learning to the abilities and interests of the learner can make learning in the Metaverse less structured and less fixed.
These differences require significant changes in assessment and monitoring processes such as surveys and tests. Traditional scales such as multiple choice questions are not suited to the task of evaluating the individual and unstructured learning experience offered by the metaverse.
5. Amplifying biases
Gender, racial, and ideological biases are prevalent in history, science, and other textbooks and affect how students understand certain events and topics, and can interfere with equity and other goals such as gender equality.
The impact of prejudice can be even stronger in a rich media environment. Movies are more capable of shaping students' opinions than textbooks. The content of the metaverse could have an even greater impact.
To maximize the benefits of the metaverse for teaching and learning, universities (and their students) must ensure user privacy is protected, faculty trained, and the level of national investment in broadband networks.
