Education in the Metaverse - A New Place to Practice Learning

Let’s look over an up and coming sector of the metaverse universe. Education, teaching, and possible ways to learn more about anything, while having fun. We see many advantages of educational spaces in the metaverse, and look forward to seeing it evolve over time.

Benefits of Learning in the Metaverse

The metaverse allows for a 24/7, community-driven and supported educational environment. With the global scale of many metaverse projects, a classroom could have hundreds if not thousands of students, and universities/colleges could dramatically cut some costs and overhead. Of course, many students and parents would want individual attention, and the metaverse doesn’t rule out those types of scenarios either. We can also see tuition or private tutoring being paid with low fee crypto payments in-metaverse, thereby cutting out intermediary middle men type payment providers.

The virtualization of space not only means more room for more students in a class or collaboration, but can also mean more room for storage of things contained in a school or students desk/locker. As an example, schools usually have a library, and what if the metaverse schools had a digital library of publicly accessible ebooks. For student desk areas, we could see organized links to the related resources, ever changing as a daily lecture goes on or subject changes.

Virtual learning in a metaverse environment is also possibly much safer and efficient. The teachers/staff would have the ability to stop any disruptions or fights without any physical involvement. Bullying could be better prevented and easy to separate those learners who don’t always get along in a productive manner. Then we also have the benefits of not having to spend time traveling on a school bus or getting a ride from parents to and from school everyday. Arguably much better for the environment and overall safety of the students and staff.

Gamification of Education & “Learn to Earn”

The future is full of play to earn, move to earn and other cryptocurrency/blockchain related Web 3.0 gamification. One thing we haven’t seen emerging yet is learning to earn, the ability to get micropayments for completing educational related tasks. Similar to how the language learning app like Duolingo, and how they reward you points and medals to incentivize your continued engagement and progress. It mostly seems to work well, but of course ethical questions come into play when any kids under 18 are getting paid any amount. For the adults and college-level learners, it could be a fast emerging part of the metaverse market.

Hurdles for Education in the Metaverse

Currently VR headsets for the metaverse are somewhat large and heavy, and the devices are generally not recommended for children under 13 (although some models recommend 7+ or 12+ – check your device) It’s also questionable how good for you extended periods of being in front of a screen/tv/vr headset is for eye and mental health. We must also consider that not every student is going to have a VR device, so it may require a bulk buying program or for the schools to provide. It can also be much harder for developers and teachers to customize for some learning styles and certain disabilities in a metaverse environment. That’s all not to say it can’t be a wonderful addition and possible replacement for some classes and educational experience, we’re all so early, it’s hard to tell what the long term hurdles of a metaverse learning may be.