01/2025 Journalbeiträge

Teichmann, Malte

How to Design Immersive Virtual Learning Environments Based on Real-World Processes for the Edu-Metaverse—A Design Process Framework

Abstract

Due to the rise of virtual reality and the—at least now—hypothetical construct of the Metaverse, learning processes are increasingly transferred to immersive virtual learning environments. While the literature provides few design guidelines, most papers miss an application and evaluation description of the design and development processes. As a result, few standardized design processes and related design frameworks exist that meaningfully integrate existing stand-alone design theories and resulting approaches for developing immersive virtual learning environments. The article tackles this challenge with a research procedure based on the design science research method to outline and communicate a Design process framework to create virtual learning environments based on real-world processes for the Edu-Metaverse. The simply applicable artifact represents a comprehensive five-step solution to a well-defined problem by combining interdisciplinary perspectives. It contributes to the concretization of the hypothetical term Metaverse in its intended domain. As a result, practitioners and researchers with different experience levels can use the low-threshold framework.

Kategorie Journalbeiträge
Autoren Teichmann, Malte
Zeitschrift Transactions on Learning Technologies
Datum 01/2025
Volume 18
pp. 100-118,
Verlag IEEE
DOI 10.1109/TLT.2025.3525949
Keywords Design guidelines, design process framework, edu-metaverse, human knowledge, immersive virtual learning environments (IVLE), virtual reality (VR)
BibTex @ARTICLE{10824930, author={Teichmann, Malte Rolf}, journal={IEEE Transactions on Learning Technologies}, title={How to Design Immersive Virtual Learning Environments Based on Real-World Processes for the Edu-Metaverse—A Design Process Framework}, year={2025}, volume={18}, number={}, pages={100-118}, keywords={Metaverse;Electronic learning;Design methodology;Guidelines;Usability;Prototypes;Fatigue;Cybersickness;Training;Three-dimensional displays;Design guidelines;design process framework;edu-metaverse;human knowledge;immersive virtual learning environments (IVLE);virtual reality (VR)}, doi={10.1109/TLT.2025.3525949}}