Javascript must be enabled to continue!
The impact of metaverse use on media college students’ understanding and recalling of cultural content: a quasi-experimental study
View through CrossRef
Despite the growing interest in studying metaverse in educational and media contexts, the experimental studies that measure its impact on understanding and recalling cultural content are still limited. Therefore, this study aims to examine changes in media students’ understanding and recalling of cultural content following participation in a metaverse-based learning experience, in light of the rapid digital transformations that have imposed new types of immersive and interactive learning environments. The study adopted a quasi-experimental design based on two non-random groups, with the application of a pre-test and a post-test on a sample consisting of one hundred and forty-two students from the media students. The same cultural content was presented to the participants through the Metaverse environment, while the means of accessing it differed between a group that used virtual reality (VR) headset and a group that used a mobile phone. The differences were also studied in light of the gender variable. The achievement test consisted of nine content-related items; five items were allocated to measure recalling, and four items to measure understanding. To analyze the data, the Wilcoxon signed-rank test was used to compare the pre- and post-tests, and the Mann–Whitney test to compare independent groups, along with gain score analysis and covariance analysis to adjust for pre-test differences, with effect sizes being calculated. The results showed a statistically significant improvement between the pre- and post-tests in both recalling and understanding, with large effect sizes that warrant careful interpretation. Furthermore, the post-test scores and achievement scores were higher for the virtual reality group compared to the mobile phone group, and this difference remained significant even after adjusting for pre-test performance. The gender variable had no effect on recalling, while a difference in understanding was observed, favoring the female students. The study recommends employing metaverse environments in teaching cultural and media content and conducting follow-up studies on larger samples and other learning variables.
Title: The impact of metaverse use on media college students’ understanding and recalling of cultural content: a quasi-experimental study
Description:
Despite the growing interest in studying metaverse in educational and media contexts, the experimental studies that measure its impact on understanding and recalling cultural content are still limited.
Therefore, this study aims to examine changes in media students’ understanding and recalling of cultural content following participation in a metaverse-based learning experience, in light of the rapid digital transformations that have imposed new types of immersive and interactive learning environments.
The study adopted a quasi-experimental design based on two non-random groups, with the application of a pre-test and a post-test on a sample consisting of one hundred and forty-two students from the media students.
The same cultural content was presented to the participants through the Metaverse environment, while the means of accessing it differed between a group that used virtual reality (VR) headset and a group that used a mobile phone.
The differences were also studied in light of the gender variable.
The achievement test consisted of nine content-related items; five items were allocated to measure recalling, and four items to measure understanding.
To analyze the data, the Wilcoxon signed-rank test was used to compare the pre- and post-tests, and the Mann–Whitney test to compare independent groups, along with gain score analysis and covariance analysis to adjust for pre-test differences, with effect sizes being calculated.
The results showed a statistically significant improvement between the pre- and post-tests in both recalling and understanding, with large effect sizes that warrant careful interpretation.
Furthermore, the post-test scores and achievement scores were higher for the virtual reality group compared to the mobile phone group, and this difference remained significant even after adjusting for pre-test performance.
The gender variable had no effect on recalling, while a difference in understanding was observed, favoring the female students.
The study recommends employing metaverse environments in teaching cultural and media content and conducting follow-up studies on larger samples and other learning variables.
Related Results
Metaverse retailing: opportunities and challenges
Metaverse retailing: opportunities and challenges
Purpose- The retail industry is changing towards metaverse retailing. The metaverse concept, which emerged about 20 years ago, began to attract the attention of retailers with the ...
Measurable Progress? Teaching Artsworkers to Assess and Articulate the Impact of Their Work
Measurable Progress? Teaching Artsworkers to Assess and Articulate the Impact of Their Work
The National Cultural Policy Discussion Paper—drafted to assist the Australian Government in developing the first national Cultural Policy since Creative Nation nearly two decades ...
Metaverse business transformation: four companies’ virtual experiences
Metaverse business transformation: four companies’ virtual experiences
Purpose
The huge curiosity and the imitation effect that the metaverse generates among companies lead towards the first experiments touching all the main proces...
METAVERSE VE METAVERSE’TE SÖZLEŞMELERİN KURULMASI
METAVERSE VE METAVERSE’TE SÖZLEŞMELERİN KURULMASI
İnsanların sadece bakmak yerine içinde bulunduğu internet alemi olarak tarif edilen metaverse, web 3.0’ın sunduğu yeni ve son nesil internet sürümü olarak karşımıza çıkmakta ve gen...
Metaethical theory of folklore with Dede Korkut culture metaverse designs
Metaethical theory of folklore with Dede Korkut culture metaverse designs
<p>We can define the period we are living in as the last step of Society 5.0 (Super Intelligent Society) dominated by unmanned technologies and the first step of Society 6.0 ...
Governing the Metaverse
Governing the Metaverse
<p><span>The digital age has redefined human interaction, the economy, and societal structures. Powered by a panoply of advanced technologies, including virtual reality...
Die Rolle der Medienpädagogik im nächsten Internet
Die Rolle der Medienpädagogik im nächsten Internet
Ball, Matthew (2022). Das Metaverse. Und wie es alles revolutionieren wird. München: Vahlen. 328 S., 24,90 €.
Mit der Entwicklung neuer Technologien sind stets Projektionen über di...
Praktik Metaverse dalam Pendidikan Agama Kristen
Praktik Metaverse dalam Pendidikan Agama Kristen
Abstract: Metaverse is a technology that is develop from the internet. Within the metaverse you can communicate, shop, work, go to school, worship, travel, watch concerts, play gam...

