Metaverse on Education: A case study about users’ acceptance of technology
Abstract
This paper aims to present a study about people’s acceptance of using the Metaverse technology. The education context is the focus of intervention justified by the massification of distant learning powered by the new challenges faced by this sector during the lookdowns caused by the COVID-19 pandemic. Also, with technological development, a new paradigm regarding interactions may be able to change the educational dynamics. Thus, this pilot study aims to investigate the acceptance level of potential users of this technology to identify factors that can influence technology use and enrich the debate about new interactive worlds. For this, the Unified Theory Acceptance and Use of Technology (UTAUT) questionary was adapted and made available through an online platform. The total sample had 148 valid questionaries. Overall results show a low level of anxiety, with most people reporting that they didn’t feel scared about using metaverse for online education. They also report interest, mainly related to the capacity to help with some tasks and optimize the educational tools. Researching users’ acceptance before investing in effective development could promote a more reliable result, enhancing cost x benefit issues. Users’ acceptance is even more critical when social and cultural aspects are involved, such as changes in the educational paradigm. Researching how ready our society is to accept a new concept - such as having classes or doing educational expeditions within the metaverse through VR - and its impacts provide a glance at how the future can be designed sustainably, helping to shape the way technology takes part of our daily life.
Keywords: Metaverse for Education, Unified Theory Acceptance and Use of Technology, User, Experience, Interaction Design, Ergonomics
DOI: 10.54941/ahfe1003429
Cite this paper
More from this volume
- Finding Tendencies of Outfits for Gym Workout Based on the User Emotions: A Study Using Kansei Method
- Eco parametric architecture: circular design & digital fabrication
- 'Biomimicry as a tool for developing bioinspired products: Methods, process and application
- Inspirations for more sustainable practices in Design: potential of biomimicry, material selection and 3D technology
- Integrating Human Factors in the Systematic Mechanical Design of NPU-Wrist Rehabilitation Robot
- Assessment of wine bottle packaging based on design aesthetics: An eye-tracking experiment
- Digital Service Design Based on Social Welfare - Taking Pet shelter as an Example
- Investigating the concept of sustainable strategy in digital service design
- User Requirement Matching Model for Distributed Conferencing Systems in the Post-Epidemic Era
- On the Cultivation Mechanism of Postgraduates under the Background of the Fusion of New Arts and Sciences
- Research of the Typography Design for Digital Reading on Mobile Devices
- Visualization and Visual Communication of Tibetan Music


AHFE Open Access