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Evaluation of a Digital Twin Metaverse Classroom in Higher Education

Bibliographic Data

ID21975104
AuthorsSing-Jian Teoh (0009-0004-6116-4559, Multimedia University), Soon-Nyean Cheong (0000-0003-0126-633X, Multimedia University, corresponding author), Chee-Onn Wong (0000-0002-9020-7405, Multimedia University), Ahmad Hishamuddin Bin Mohamed (Multimedia University)
Year2026
Volume15
Issue6
Pages402
Publication date2026-06-20
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueSocial Sciences (JOURNAL)
Journal identifiersISSN: 2076-0760 • E-ISSN: 2076-0760
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/socsci15060402
OpenAlexW7165652006
LanguageEN
References cited16

This paper describes design, implementation and initial evaluation of Digital Twin Metaverse Classroom for higher education. Digital Twin Metaverse Classroom refers to highly realistic digital replicas or virtual replicas or prototypes of university classrooms or learning spaces. This paper focuses on creating high-fidelity digital replica of typical university lecture room. The main purpose of the Digital Twin Metaverse Classroom is to support teaching and learning in addition to traditional videoconferencing. The pilot involved thirty-two undergraduate students. A single-group pre-test/post-test quiz measured short-term learning, while the Technology Acceptance Model (TAM) measured acceptance through perceived usefulness, perceived ease of use, attitude toward use, and behavioral intention. A single session raised the mean quiz score from 6.41 to 9.19, a within-session gain that reached statistical significance, while all four TAM constructs scored highly. Because the sample was small and confined to one institution, with neither a control group nor a follow-up, these findings are best read as early evidence of feasibility, short-term improvement, and favorable acceptance rather than as proof of comparative effectiveness

Digital native · Educational technology · Experiential learning · Higher education · Metaverse · Replica · E-Learning and COVID-19 · Online and Blended Learning · Virtual Reality Applications and Impacts

  • “Extending the Technology Acceptance Model (TAM) to Predict University Students’ Intentions to Use Metaverse-Based Learning Platforms”

    Open Access•Ahmad Samed Al-Adwan, Na Li et al.•Education and Information…•2023

  • Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology

    Fred D Davis•MIS Quarterly•1989

  • Metaverse in education

    Open Access•Mahir Pradana, Hanifah Putri Elisa•Cogent Social Sciences•2023

  • Time matters in VR

    Open Access•Rabindra Ratan, Qiyang Lin et al.•Computers & Education•2025

  • Research on the development and innovation of online education based on digital knowledge sharing community

    Open Access•Xi Huang, Hongwei Li et al.•BMC Psychology•2023

Citation velocityhistorical
Highly citedNo

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Open DOIOpen Access
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