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Metaverse

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The metaverse is a virtual world in which users, #assisted #performed *represented #symbolised by an avatar, can shop, socialise, take part in leisure #actions *activities #behaviours #facilities – and learn. Its development has become a #choice #objective #preference *priority for many tech companies, including Facebook and Microsoft. | Facebook CEO Mark Zuckerberg #compiled #drafted *outlined #reported the ways in which the metaverse would supposedly revolutionise life. Learning would become an immersive #encounter *experience #occurrence #skill . By donning glasses or a headset, students could #actually #electronically #essentially *virtually “teleport” to any place or time. They could bring any object – a planet, a human organ, a car engine – to them to learn about it. | Some aspects of the metaverse have already made their #journey #path #transition *way into universities. The real revolutionary potential of the metaverse lies in how it *allows #enables #facilitates #succeeds for further profit to be made in higher education. As my #contemporary #fresh *recent #relevant research on digital technologies and higher education shows, these developments may #again *further #moreover #yet monetise the student experience and exploit the work of academics.

Source: Preston, J. (2021) ‘Facebook, the metaverse and the monetisation of higher education’, The Conversation, 9 November. Available at: https://theconversation.com/facebook-the-metaverse-and-the-monetisation-of-higher-education-171036 (Accessed: 27 April 2022).