Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Promoting students’ real case-handling performance and higher order thinking in virtual contexts

A metaverse-facilitated collaborative learning approach

Bibliographic Data

ID21632503
AuthorsChun‐Chun Chang (0000-0002-8040-3699, Chang Gung University of Science and Technology), Gwo-Jen Hwang (0000-0001-5155-276X, National Taichung University of Education, corresponding author)
Year2025
Volume33
Issue4
Pages2978-2993
Publication date2025-04-21
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueInteractive Learning Environments (JOURNAL)
Journal identifiersISSN: 1049-4820 • E-ISSN: 1744-5191
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/10494820.2024.2430633
OpenAlexW4404642474
LanguageEN
Citations received4
References cited35

Cultivating students’ real case-handling competence is an important objective in vocational education. The typical activities for engaging students in collaboratively dealing with real cases are generally conducted following the BSFE (Brainstorming, Selection of feasible ideas and materials, Forming possible solutions or plans, and Evaluation) model. However, during the conventional case-handling process, students are often not situated in real problem contexts, which could affect their learning performance. Consequently, a metaverse-based BSFE approach was proposed in the present study to facilitate the collaborative learning activity. To assess the approach, we conducted an experiment during a vocational training course. Two cohorts of students from a vocational university were enlisted as study participants. The experimental cohort, consisting of 48 students, utilized the metaverse-based BSFE method. In contrast, the control cohort, comprising 44 students, employed the traditional BSFE approach. The results showed that the metaverse-based BSFE approach better enhanced the participants’ learning achievement, creative thinking, collaboration tendencies, problem-solving, and critical thinking than the conventional BSFE approach. Moreover, in the case-handling assessment, the metaverse-based BSFE group showed better capabilities in the dimensions of Completeness, Judgment, and Accuracy, but not in Application. The findings could be a reference for guiding students in collaborative exploration within virtual environments

Collaborative learning · Educational technology · Human–computer interaction · Instructional design · Knowledge management · Mathematics education · Metaverse · Multimedia · Virtual reality · AI in Service Interactions · Computer Science · Online and Blended Learning · Online Learning and Analytics · Psychology

  • Comparative analysis of traditional and metaverse-based education

    Open Access•Lijie Du, Wei Ting Kuo et al.•BMC Psychology•2026

  • Transformative Metaverse Pedagogy for Intangible Heritage

    Open Access•Kannikar Intawong, Perasuk Worragin et al.•Education Sciences•2025

  • Design heuristics for integrating the metaverse into hybrid higher education courses

    Chih‐Pu Dai, Cristina Obae et al.•Interactive Learning Environments•2025

  • Visual Arts, Technology, and Social Change

    Open Access•Pushpa Nagini Sripada, Priyadharshini K et al.•ShodhKosh: Journal of Visual and…•2026

  • A two-tier test approach to developing location-aware mobile learning systems for natural science courses

    Open Access•Hui‐Chun Chu, Gwo-Jen Hwang et al.•Computers & Education•2010

  • Metaverse

    Open Access•Stylianos Mystakidis•Encyclopedia•2022

  • Interaction and learning engagement in online learning

    Open Access•Yanqing Wang, Yang Cao et al.•Learning and Individual Differences•2022

  • Effects of mobile learning time on students' conception of collaboration, communication, complex problem-solving, meta-cognitive awareness and creativity

    Chui Lin Lai, Gwo-Jen Hwang et al.•International Journal of Mobile…•2014

  • Developing Critical Thinking in Technical and Vocational Education and Training

    Open Access•Felipe Lopez, Mayra Contreras et al.•Education Sciences•2023

  • Perceptions of nursing students on the effect of cooperative learning on academic achievement and learning environment

    Mohammad Reza Keramati, Robyn M Gillies•Interactive Learning Environments•2023

  • The effect of educational virtual reality game on primary school students’ achievement and engagement in mathematics

    Emrah Akman, Recep Cakır•Interactive Learning Environments•2023

  • Student science teachers’ research self-efficacy

    Oktay Kızkapan•Interactive Learning Environments•2024

  • The effects of cooperative flipped learning on science achievement and motivation in high school students

    Gyeong-Geon Lee, Young-Eun Jeon et al.•International Journal of Science…•2021

  • Fostering professional trainers with robot-based digital storytelling

    Open Access•Chun‐Chun Chang, Chun-Chun Chang et al.•Computers & Education•2023

  • Comparing video and virtual reality as tools for fostering interest and self‐efficacy in classroom management

    Open Access•Yizhen Huang, Elise Richter et al.•British Journal of Educational…•2023

  • Students’ beliefs and attitudes towards cooperative learning, and their relationship to motivation and approach to learning

    Manuel Bächtold, Pascale Roca et al.•Studies in Higher Education•2023

  • Associating creativity, context, and experiential learning

    Open Access•Catharine Dishke Hondzel, Ron Hansen•Education Inquiry•2015

  • Assessing multidimensional students' perceptions of twenty-first-century learning practices

    Open Access•Ching Sing Chai, Feng Deng et al.•Asia Pacific Education Review•2015

Unique citing works4
Citations per year4
Citation span2025 - 2026 (2)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 3

Tools

Open DOI
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae