Abstract Application of Metaverse as an Immersive Teaching Tool in Engineering Technology Classroom The last two years have presented an ever challenging classroom environment for both students and educators, especially when it comes to topics in engineering based on hands-on or case based learning requiring highly interactive class sessions. Online education platforms like Blackboard and Canvas have provided some level of classroom stability by providing a centralized repository for class content, delivery and administration, however whether this translates into a more engaging experience is relatively unknown, especially as classes have moved to a combination of online, hybrid, synchronous and asynchronous models. The Department of Engineering Technology and in particular the "Technology Innovations" class will leverage the metaverse environment in virtual reality (VR) and other highly immersive tools with students. Through the class we want to define a framework for education curriculum design and content delivery in a virtual and highly interactive environment. The development of the metaverse curriculum framework will aim to establish values and principles outlining the parameters for classroom methodology focused on leveraging both current and near future tools to deliver classroom education. Students will have the ability to take the course online through Blackboard and also have the ability to take the course in the metaverse using VR. The course content for both online and metaverse will be the same however the environment and the content delivery methods will be different to test out the level of engagement and knowledge transfer experienced by the student. It is expected, at the end of the course, students will have a valuable skill set in their ability to both learn, present and interact in the metaverse. Finally, as educators we will have an initial evaluation of classroom educational tools for the metaverse.
Sudhir K. RoutrayLaxmi SharmaAnindita SahooAbhishek JavaliK. P. SharmilaEisha Akanksha