This study explores the potential of metaverse technologies for virtual education, comparing four platforms: Workrooms, Spatial, Mozilla Hubs, and Arthur. We evaluate factors like avatars, spatial arrangement, mobility, and functionalities' impact on concentration, usability, presence, and learning. While learning outcomes show no significant differences, substantial variations in the classroom experience emerge. Metaverses with limited movement and functionalities exhibit higher immersion, concentration, and presence. Moreover, avatars with enhanced facial expressiveness positively influence the overall learning experience.
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Uribe et al. (2024) studied this question.
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