Examining the training and education potential of the metaverse: Results from an empirical study of next generation SAFe training

Author:

Yilmaz Murat12ORCID,O'Farrell Emer3,Clarke Paul34

Affiliation:

1. Department of Computer Engineering, Faculty of Engineering Gazi University Ankara Turkey

2. Metaverse Research & Development Laboratory Gazi University Informatics Institute Ankara Turkey

3. Dublin City University Dublin Ireland

4. Lero, the Science Foundation Ireland Research Centre for Software Limerick Ireland

Abstract

AbstractRestrictions imposed by the COVID‐19 pandemic have forced many to seek alternative means of training and learning, which ended up with increasing investment in the notion of the metaverse. Metaverse is envisioned as the next iteration of the Internet in which the virtual and the real world are blended to materialize a highly immersive experience. Not surprisingly, perhaps, next‐generation training and education systems are concerned with methods to integrate themselves into metaverse environments. In particular, participants are looking for more interactive and flexible training while maintaining a degree of educational content and high quality for their training plans and interactive workflows. In this paper, we conducted research to explore the role of metaverse in employee training. To this end, we utilized a variant of PlaySAFe (i.e., a 3D game) to investigate its metaverse adoption and usage. A qualitative design was adopted, using semistructured interviews to explore practitioners' experiences using the new version of PlaySAFe. After having it played in an industrial setting, we interviewed a group of software practitioners to compare the actual and expected features. This research has explored the pros and cons of using the current technologies for the practical groundwork of SAFe training. Findings from this research suggest that the metaverse holds the potential to deliver improved practical alignment in training and education programs, but that at the present time, practitioners expect more metaverse compatible features.

Funder

Science Foundation Ireland

Publisher

Wiley

Subject

Software

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3. Designing Immersive Gamified Experiences in the Metaverse for Enhanced Student Learning;2023 International Conference on Intelligent Metaverse Technologies & Applications (iMETA);2023-09-18

4. MILES Virtual World: A Three-Dimensional Avatar-Driven Metaverse-Inspired Digital School Environment for FEU Group of Schools;Proceedings of the 7th International Conference on Education and Multimedia Technology;2023-08-29

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