ERIC Number: EJ1463473
Record Type: Journal
Publication Date: 2025
Pages: 11
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-1925-4741
EISSN: EISSN-1925-475X
Available Date: 0000-00-00
An Inquiry-Based Learning Platform Mixed with Game-Based Learning Using Metaverse to Enhance Digital Literacy and Empathy Skills
Sasinan Kanharin; Pinanta Chatwattana
Higher Education Studies, v15 n1 p117-127 2025
The inquiry-based learning platform mix game-based learning using metaverse, or IBL platform mixed with GBL using metaverse, was developed with an intention to enhance digital literacy and empathy skills, which are regarded as essential skills in the 21st century. The IBL platform mixed with GBL using metaverse was designed with the combination of inquiry-based learning and game-based learning processes mixed with metaverse technology. The platform developed in this study is intended to create virtual learning experiences in which learners can use their avatars to interact with the environments and other learners in metaverse. The main objective of this research were to design and study the results of the IBL platform mixed with GBL using metaverse. The population derived from purposive sampling are nine experts from different institutions with experiences in the fields of development of instruction platform and instruction systems. The results of this research show that the design of the IBL platform mixed with GBL using metaverse in terms of elements is at highest level. According to the results of this research, it can be summarized that the IBL platform mixed with GBL using metaverse contains all appropriate components and it can be employed as a guideline for learning that focuses on problem-solving processes. It is believed that the learning of this style can encourage learners to practically perform analytical thinking process in a systematic manner, and meanwhile allow them to see through the problems with systematic thinking and with the aid of technology.
Descriptors: Inquiry, Educational Technology, Game Based Learning, Computer Simulation, Technology Uses in Education, Skill Development, Digital Literacy, Empathy, 21st Century Skills, Program Evaluation
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Publication Type: Journal Articles; Reports - Research
Education Level: N/A
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Language: English
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