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The advancements in blockchain, virtual reality technologies and marketing techniques of social media companies have made Metaverse a mainstream concept. With its high immersive, engagement, and interactivity, it has gained recognition which prompts scholars and educators to investigate its possibilities in numerous educational disciplines, including its potential in facilitating life and experiential learning, innovation, and creativity in STEAM education. Numerous articles have vastly reviewed the educational use of Metaverse, however, reviews focused on Metaverse in both STEAM Education and creativity are limited. Hence, this paper attempts to systematically focus on the recent findings of Metaverse applications in STEAM Education and creativity. Using the Preferred Reporting Items for Systematic Review and Meta-Analyses (PRISMA) 2020 guide-lines, 20 articles from 2019 to 2023 were extracted and analysed through two databases: Google Scholar and Educational Resources Information Centre (ERIC), considering the exclusion and inclusion criteria. Overall, the articles reviewed showed that Metaverse applications are favoured in a variety of art disciplines in STEAM classrooms as Metaverse provides numerous practical, convenient, applicable, and easily accessible features for digital aesthetic presentation, developing 21st-century skills, encouraging interaction, engagement, and participation among language learners, improve and enrich language learning, and foster creativity in various aspects. However, the setbacks of Metaverse applications are addiction, high cost, and insufficient training. The findings reveal the gaps in research on Metaverse applications in STEAM Education and creativity. Therefore, the current literature suggests that future research should help widen the exposure of integrating Metaverse applications into STEAM Education and creativity.
Yinhui et al. (Fri,) studied this question.