A glimpse into the implementation of Metaverse + Education from four education technology companies

The unknown of the Metaverse is being realized in real education.

The term “Metaverse” is now ubiquitous.

Last October, Facebook founder Mark Zuckerberg bet on the Metaverse and renamed Facebook Meta. For a while, discussions about the Metaverse were rampant. According to the Baidu Index, the overall daily average number of searches for the keyword “Metaverse” in the past six months was 26,568, a month-on-month increase of 6,213%.

What exactly is the Metaverse? According to a research report on the development of the Metaverse released by the New Media Research Center of Tsinghua University, “The Metaverse is a new Internet application and social form that integrates a variety of new technologies and integrates virtual and reality.” Extended reality, digital twin, blockchain, The Internet of Things, artificial intelligence, network and computing are all key supporting technologies of the Metaverse.However, at a time when the underlying technology and application scenarios are still immature, although the concept of the Metaverse is hot, there are few products and applications that have been implemented.

Especially looking around the education industry, how will the technologies and scenarios involved in the Metaverse be integrated with education? What is the ideal application scenario and implementation status of the education Metaverse?What risks or challenges will the education Metaverse face in the future? The answers to a number of key questions remain vague and abstract. This article also takes four emerging or leading Metaverse education-related companies as examples to find out. 

01 Watch games from Roblox + virtual classroom

Just as in the games Minecraft (Minecraft) and Fortnite (Fortnite) anyone can build and share their virtual worlds, this world-building capability has been extended to the construction of virtual classrooms.

In a virtual classroom created in a virtual 3D world, teachers can teach students how to read, learn and collaborate in real-time in virtual science experiments in new ways. Such as creating a scene of a historical event and having students learn about history while role-playing, the experience represents a new form of learning about life experiences, rather than simply reading books on subjects.

Virtual classrooms based on 3D worlds take immersion to a whole new level. In addition to vision, it can also provide more physical interaction, where educators can capture hand movements through virtual reality devices to teach students how to write and demonstrate sign language. Once children leave the virtual world and return to the real world, the muscle memory they develop will allow them to quickly acquire relevant knowledge and skills.

Roblox has to be mentioned here. Founded in 2004 and valued at at least $70 billion, the company now has more than 47 million daily active users, nearly half of whom are under the age of 13, and has emerged as an early leader in the educational “Metaverse.” Roblox allows users to program and create their own games, where players can socialize and interact in a virtual 3D world. In November 2021, looking to expand its reach in K12 schools, Roblox announced a new $10 million fund to support users to take advantage of its platform’s unique way to learn online, allowing users to play in virtual worlds , explore, and socialize, now with around 7 million monthly users.

Several out-of-school computer science education programs also use the company’s development environment, Roblox Studio, to teach kids how to write their own video games. For now, Roblox hopes to expand the use of Roblox Studio as a computer science educational tool, while also encouraging collaborators to develop new course materials through these tools. To that end, the company is also partnering with educational nonprofits in the K12 market, covering science, technology, engineering, and math.

A glimpse into the implementation of Metaverse + Education from four education technology companies

02 Looking at the 3D+ immersive virtual learning platform from Invact Metaversity

The second largest landing scene of the education Metaverse is the 3D immersive virtual learning platform. Not affected by the actual geographical location, it allows students and teachers to communicate through animated avatars. Since the class is taking place in a virtual world, this will bring a whole new learning experience to the students, they will be fully immersed in a real virtual classroom.

Through a 3D, immersive, global and real-time teaching experience, creating a virtual world platform for students to play, interact, and exchange ideas with their peers to promote peer-to-peer learning is the current tradition. What eLearning platforms lack. A virtual world platform is a 3D space where users can use a VR device to experience an immersive experience instead of just looking at it. And the use of VR technology can make the experience more intuitive, and people can draw animations in the virtual world. Teachers teaching through 3D immersive virtual platforms can make classrooms more interesting, immerse students in the scene, and create more interaction.

And since there are no geographical barriers, anyone in the world can access the platform from the comfort of their home.This makes the classroom more diverse and helps bring in more fresh content and perspectives. Students can also more easily accept different cultures and understand different education systems.

Invact Metaversity claims to be the world’s first virtual learning platform based on the Metaverse. It has completed its first round of financing and its latest valuation is as high as $33 million (over 200 million RMB). The founder of the company is Manish Maheshwari, the former head of Twitter India, who left Twitter in December last year and officially founded the company that currently advocates applying the concept of the Metaverse to education. Given that the company has only been established for 6 months and the current valuation has exceeded 100 million, it can be said to be a high-valued early-stage company worthy of attention.

The platform’s vision is to provide everyone with a high-quality and immersive social learning experience. Invact Metaversity is currently offering a 16-week metaMBA program, which costs a total of INR 200,000 (approximately $2,680) and will start in May this year. From a product and service perspective, the company is working on applying VR virtual reality to vocational skills learning courses, including marketing, product management, and more.

A glimpse into the implementation of Metaverse + Education from four education technology companies

03 Looking at 3D+ teaching modeling from JigSpace

The third-largest landing scenario for the education Metaverse is 3D+ teaching modeling, an augmented reality technology that integrates digital information with the user’s environment in real time. The 3D model established based on the real scene can be displayed directly on the electronic screen. At the same time, students are able to explore 3D worlds through augmented reality, create interactive lessons, and engage in favorite topics in new ways.

One such authoring platform is JigSpace, a free app for iPhone and iPad. Users can create their own new models by uploading their own models or using models uploaded by other users.

In June 2021, JigSpace announced a $4.7 million Series A funding round, including investments from Rampersand, Investible, Vulpes, and Roger Allen AM. Adam Draper, founder and managing director of Boost VC, reportedly contributed to the seed round, and he has high praise for the company.

A glimpse into the implementation of Metaverse + Education from four education technology companies

04 Immersion + Language Learning from Immerse

The fourth largest landing scene of the education Metaverse is a VR-based language immersion learning platform. Unlike other rote gamified language learning apps, or online language courses that can only be presented in a flat 2D environment, an immersive speech learning platform takes learners into a fully immersive virtual world. Users can engage in real-time social and physical interactions with peers and teachers directly in the language they are learning. The language immersion learning offered in this mode enables users to express themselves authentically and engage in deep, meaningful conversations.

Immerse, pioneering social VR language learning in the Metaverse, was founded in 2017 as an interdisciplinary team of VR engineers, 3D designers, researchers, and language learning experts, used in partnership with the world’s top language schools, to Students in Asian, European and Latin American markets are offered VR English learning. The company has now raised $9 million in Series B funding. The round was co-led by existing investor Eagle Venture Fund and new investor Mustang Creek Capital and included participation from new and previous impact investors. This investment brings the company’s total raised to $11.5 million.

Now, Immerse is poised to become the first subscription-based VR education services company in the Metaverseand will bring its fully immersive, instructor-led, multi-player language learning experience directly to language learners and VR enthusiasts . The company will launch its consumer-facing VR world language learning app on the Meta Quest store this summer, as well as release a Spanish language learning app. The French learning program will be released in the fall, as will German, Japanese and Italian. The new funding will allow Immerse to significantly grow its team, invest in continued product innovation, and roll out its VR applications to other major VR platforms.

A glimpse into the implementation of Metaverse + Education from four education technology companies

Teaching and learning in the Metaverse may sound like a distant concept, but a similar situation is already around us. The Metaverse can not only visually elevate the learning environment and take immersion to a whole new level, but also provide more physical interaction. This is something that real-world teaching cannot do. In the Metaverse, educators have complete control over student interactions and can ban bullying or flag children who violate discipline simply by changing a few permissions in the virtual space.

While a Metaverse education has many benefits over traditional schooling, virtual worlds also have their drawbacks to consider. Students in the virtual world for long periods of time can make them lose sight of life in the real world. If this type of education is to become widespread, households around the world must have easy access to related virtual reality devices. Otherwise, this kind of education can only be enjoyed by the minority, not the majority.

References

1.https://cointelegraph.com/explained/Metaverse-for-education-how-virtual-reality-can-help-schools-and-colleges

2.https://www.edweek.org/teaching-learning/teaching-in-the-Metaverse-roblox-looks-to-make-it-a-reality/2021/11

3.https://logicalMetaverse.com/what-invact-metaversity-courses-fees-placements-adm

4.https://logicalMetaverse.com/mba-Metaverse-online-worth-logicalMetaverse/

5.https://arpost.co/2021/08/04/get-ready-to-see-a-lot-more-from-jigspace/

6.https://www.myedtech.life/blog/augmented-reality-jigspace-in-education/

7.https://www.immerse.online/post/vr-language-learning-pioneer-immerse-raises-9-million-to-scale-its-live-language-learning-app-in-the-Metaverse

Posted by:CoinYuppie,Reprinted with attribution to:https://coinyuppie.com/a-glimpse-into-the-implementation-of-metaverse-education-from-four-education-technology-companies/
Coinyuppie is an open information publishing platform, all information provided is not related to the views and positions of coinyuppie, and does not constitute any investment and financial advice. Users are expected to carefully screen and prevent risks.

Like (0)
Donate Buy me a coffee Buy me a coffee
Previous 2022-05-11 00:19
Next 2022-05-11 00:21

Related articles