Evaluation of a Digital Twin Metaverse Classroom in Higher Education
Bibliographic Data
| ID | 21975104 |
|---|---|
| Authors | Sing-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) |
| Year | 2026 |
| Volume | 15 |
| Issue | 6 |
| Pages | 402 |
| Publication date | 2026-06-20 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Social Sciences (JOURNAL) |
| Journal identifiers | ISSN: 2076-0760 • E-ISSN: 2076-0760 |
| Publisher | MDPI AG (PUBLISHER • IT) |
| DOI | 10.3390/socsci15060402 |
| OpenAlex | W7165652006 |
| Language | EN |
| References cited | 16 |
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”
Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology
Metaverse in education
Time matters in VR
Research on the development and innovation of online education based on digital knowledge sharing community
| Citation velocity | historical |
|---|---|
| Highly cited | No |