Professional Documents
Culture Documents
Prepared by
Aziz Hermassi
Mini Memoir
Supervised by
January 2023
2
Abstract
The outbreak of COVID-19 in November 2019 has hit the educational institutions around the
globe and the traditional education started to be questioned. This urged educators and learners
to abandon face-to-face teaching methods. In order to cope with the pandemic, educational
institutions and mainly universities have become more adaptive and online learning presented
Facebook, the media giant which changed its name to Meta in the 28th of October, 2021 and
the emergence of the Metaverse which gained a lot of attention from educationists, this
attention eventually grew even bigger. While different studies were concerned with the data
related to the Metaverse and education in general, there is no study, to the best of our
To cover this research gap, this paper tends to investigate this new technology, its importance
in higher education and its impact on education in Tunisian universities and aims to provide a
practical framework for implementing the metaverse in the Faculty of Arts and Humanities in
Kairouan, in a realistic attempt based on the current actual possibilities available in Tunisia.
Consequently, a survey was conducted on 24 students, in the Faculty of Arts and Humanities
in Kairouan in order to gather data about their knowledge about the Metaverse, their attitudes
towards it ,their thoughts about its implementation in the faculty and the impact that it can
potentially leave on the process of teaching and learning in higher the education scene.
Table of Contents
Abstract………………………………………………………………………………………..2
Table of Contents……………………………………………………………………………..3
List of Tables………………………………………………………………………………....5
1.0. Introduction………………………………………………………………………………7
1.4 Conclusion………………………………………………………………9
2.0. Introduction………………………………………………………………10
3.2.Data analysis……………………………………………………………………………19
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4.0.Introduction………………………………………………………………………………21
4.2. Implementing the Metaverse in the Faculty of Arts and Humanities of Kairouan…….22
4.3. Conclusion………………………………………………………………………………23
4.4.Discussion………………………………………………………………………………23
5
List of tables
List of Abbreviations
4.0. Introduction
This study examines the importance of the implementation of the Metaverse and its
tends to provide a scientific and a practical framework for strategically implementing this
The first chapter of this paper is divided into four sections. The first section is the
background of the study. The second one poses the research questions and the final
The main role of any educator is to figure out the best methods and strategies possible to
provide the best quality knowledge for learners without treating them like storage units for
that knowledge. That’s what pedagogy is basically all about. Throughout the years technology
has been playing a major role in education. Its presence in teaching has become an obligation
in all fields of education as it adds much needed value to the classroom sessions. The outbreak
of the covid-19 in the late 2019 has helped to reveal the true potential of technology, mainly
its importance in education. With the dramatic progress of computer science, the emergence
of computers with multiple super processors that can work together simultaneously, the
development cutting edge virtual reality technologies, with the rebranding of Facebook and
changing its name to Meta Platforms Inc. or simply Meta and the emergence of the term
Since the pandemic, the metaverse has quickly taken over the news and media platforms
around the world. This new emerging technology is changing the shape of the internet as we
used to know it. It eventually started to be involved in education in many universities around
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world. In the last two years it has clearly proven that how useful it could be when used
The virtual reality and augmented technologies have been taking the world by storm
during last few years, especially during the lockdown and Tunisia is not an exception since
many Tunisian companies and start-ups that involve the use of virtual reality technologies
were founded during the last decade which helped to spread the VR and AR culture among
Tunisians.
The use of the virtual reality and the metaverse in universities can certainly open new paths
but, this still begs the questions that this particular paper aims to answer:
How can the Metaverse be implemented in the Tunisian universities? How does such a
technology impact education? And how can the implementation if the Metaverse in education
This paper examines the impact of the possibilities implementing the use the metaverse
on the higher education scene in Tunisian universities, using a combination of qualitative and
quantitive research, through inspecting some of the recent researches on the implementation
of the Metaverse and its impacts on education in different universities around the globe and
Faculty of Arts and Humanities in Kairouan to collect more information about the students’
awareness of this rising technology, their thoughts on using it in Tunisian universities in order
to provide a scientific and practical framework for strategically implementing the Metaverse
1.4.Conclusion
The goal of this paper is, not only, to show the effects of the implementation of the Metaverse
in education in universities, but, also to reveal its true potential when Tunisian educators start
to implement it in teaching and to come up with a practical framework which takes into
2.0.Introduction
The literature review chapter consists of three sections with the first one being an introduction
to the Metaverse. The next section touches upon the Metaverse in higher education. Finally,
the third chapter deals with the impact of using the Metaverse in Tunisian universities.
In the last couple of decades, technology has become a vital element in people’s daily
lives. The possibilities offered by the technology are almost endless. People, nowadays, live
in a time, where everything is connected, through the web. They can interact, study, work,
play, or even run entire businesses, from the comfort of their home, through a single tap on
their smartphones. With the outbreak of covid-19 and during almost three years of pandemic,
technology has shown its full potential. It is where the term ‘metaverse’ gained a massive
amount of attention as it has exponentially grown, especially when Mark Zuckerberg has
decided to change the name of his company Facebook to Meta, and since then, the term
Despite this flood of information we witness everyday about the word metaverse, there are
people who still have no clue about what metaverse is and what it can be used for (Sweeney,
2021).
“beyond” or “after”; and a part of the word “universe”. Hence, the word means “beyond the
universe” .The term Metaverse refers to the next generation of the internet. It is network of
3D modelled and Artificial Intelligence powered environments, where users are presented as
avatars (Recker et al., 2021). It is accessible through virtual reality and augmented reality
technologies. People who enter the Metaverse can do almost anything. They can interact with
one another and with other elements around them within this universe, they can play games
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with one another, they can study, they can work, they can even buy and sell real estate. This
new term basically means an environment where individuals live digitally (Recker et al.,
2021).
The term metaverse might have become a buzzword in the recent years, but, this term
turns out to be a variant to the word “Metauniverse” which first use dates back to 1992 in
Neal Stephenson’s science fiction novel “Snow Crash”(1992), a novel that introduces its
readers to a virtual and computer-generated 3D setting that individuals can gain access to
through virtual reality technologies and interact with their surroundings in that 3d
environment. Stephenson’s novel is considered the book that predicted the Metaverse (Kumar,
Singh, 2022)
universities as a way to meet the growing demand for non-face-to-face education during the
impossible to provide medical training across the borders. Because efficient surgical training
zoom and in order to deal with these limitations, the Seoul National University Bundang
Hospital in korea introduced the use of the Metaverse in education, in the medical field, by
providing a training in lung cancer surgery by using the Metaverse through the use of AR
(Augmented Reality) and XR (Extended Reality) technologies on May 29, 2021 during the 6th
Outreach program. The platforms of these technologies were held under the supervision of
the Asian Heart and Thoracic Surgery society and more than 200 surgeons from Asian
countries attended the program and received training without limiting their learning
opportunities by relying on zoom sessions (Koo, 2021). This totally different educational
experience has revealed how the metaverse goes beyond simply being a bunch of immersive
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entertainment platforms and it opened new paths for using it strategically and creatively in
Nowadays, the higher education is moving forward into a tribrid model which flows
between in-person, online, and simulated teaching environments (Fourtané, 2022). Virtual
reality technologies have exisited for more than two decades and the emergence of the
Metaverse during the time of the pandemic made it clear for the educationists that this
technology is the future for higher education. Fourtané (2022) adds that in the future, students
In an article called “Metaverse pros and cons: Top benefits and challenges”, which
was published on the UK-based online magazine Tech Target, Mary K. Pratt (2022)
mentioned the unique benefits of the Metaverse stated that there are “several positives and
emerging applications that technology delivers have already been identified. First and
foremost, the use of the Metaverse provides more accurate representation for the physical
objects in the real world. The users of these platforms are going to be able to accurately see
and interact with the physical objects as if they were real. Pratt (2022) adds: “a car shopper,
for example, could visit and auto dealer in a fully immersive spatial web, examine car models
and test drive them as if in the real world”. In terms of education this feature of the metaverse
on its own can offer the students endless opportunities and possibilities for learning. They will
be able to actually live what they learn. For instance students of Mechanical engineering are
will not have to interact with real mechanical parts or engines, they can learn from their
computers by simply logging into the metaverse platform of their institutions. The students of
Archaeology will not have to travel to visit historical sites anymore. They can visit them
while sitting in front of their computers through their VR headsets, which will save all the
time, effort and money. The improved immersive experience that Metaverse offers can be
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strategically used to enhance student engagement, provide hands-on experience, and enable
Second, the Metaverse allows for better collaboration since it mimics real world social
interactions and, as mentioned above, it provides accurate representation for the physical
objects in 3D. This feature, on its own, allows individuals to collaborate as if they were in the
same room. The students can take advantage of this feature in order to create projects more
efficiently without even having to be within the same geographical area. For example, med
students can collaborate on surgeries and don’t even have to be physically present in the
operating room. In fact, back in June 2022,acoording to the Marketplace Magazine, two teams
conjoined twins in Rio de Janeiro. The surgeons 3D printed models of the kids’ brains and
practicing the surgeries by using virtual reality goggles and controllers, stayed connected with
a London-based teams that worked on surgeries like this before (Alvaro, Segarra, 2022).
Finally, the Metaverse can be a very useful tool for providing more effective and
efficient testing and training (Pratt, 2022). The Metaverse can allow for a different level of
testing and training with great efficiency. Ideas can be tested within the Metaverse and
training and practice can occur through the computer code instead of using physical resources.
. As mentioned above, the surgeons who operated on the conjoined twins first practiced the
procedure inside a virtual reality environment before working on the actual surgery in the real
life.
With the immersive experience that it offers, the endless possibilities of social
interaction, regardless of the physical borders, and the different opportunities provided for the
collaborative work (Fourtané, 2022), the implementation of the metaverse and the virtual
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reality in Tunisian universities can have a massive impact on the Tunisian higher education
scene. First and foremost, the implementation of this technology in Tunisian higher education
will allow for better social interaction especially for introverted students and students who
deal with social anxiety problems. This will provide equal opportunities of learning for them.
The collaborative projects and presentations will require less effort when they are achieved in
VR environments. They will no longer require the physical presence and the stress that comes
with it. It can all be achieved through avatars without the need of being in a real classroom,
which means that Metaverse will provide a safer space for all students where bullying and
Second, the metaverse will advocate the philosophy of inclusive education in Tunisian
universities. Belova (2023) mentioned that “one of the best things about the Metaverse is that
the technology provides all learners, without exception with the same opportunity to get
involved in the learning process”, which means that students with disabilities have more
chances to study and engage in more learning activities together with regular learners and
Finally, using the Metaverse will result in more engagement by the learners, since the
traditional learning resources are generally in static forms, like printed textbooks, papers, e-
books, pictures, videos, charts and other materials (Wu et al., 2013). Students are less likely
to interact with such learning resources. In the Metaverse-based education, the learning
resources are visualized and decentralized which allows students to interact (Suzuki et al.,
2020; Myburgh, 2022). For instance, in a lesson on the topic of the earth, there may be a
lecture about the earth with a printed textbook and a demonstration using a globe and a map in
the classic teaching session. With the help of AR, the learning resources can be totally
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different. A 3D spinning earth modelled inside the metaverse where learners can observe it at
2.4. Conclusion
To sum up, the Literature Review chapter provided three sections where the first
section provided an introduction to the Metaverse, the second section touched upon the
importance of the Metaverse in higher education, and the final section identified the impacts
3.0. Introduction
As mentioned in the first chapter, the goal of this study is answer for these three
questions;
3) And how can the implementation if the Metaverse in education be applicable in the
In order to answer these questions, this paper is divided into two major parts, where the
first part, which is the theoretical part, consists of data collection and the second part provides
a practical framework for the implementation of the Metaverse in the Faculty of Arts and
Humanities in Kairouan.
This study was conducted during the first semester of the academic year 2022/2023.
The researcher conducted a survey on 24 students who belong to the Faculty of Arts
and Humanities of Kairouan in order to gather data about their knowledge about the
Metaverse, their attitudes towards it, their thoughts about its implementation in the faculty and
the impact that it can potentially leave on the process of teaching and learning in higher the
education scene. The questions of this survey helped to obtain a better understanding for the
students’ awareness about the Metaverse and their thoughts towards its implementation in
teaching in universities.
Have you Do you think that the Do you think Do you think
across the word reality can be useful Metaverse and Metaverse and
process of improve
learning? teaching?
By sharing this survey on the researcher’s profile on the social media platform
“Facebook”, the responses of the research targets are presented in the charts below:
Figure 1
The figure above touches upon the participants’ knowledge about the metaverse. It is
Figure 2
The second question is important since it deals with the participants’ attitudes towards
Figure 3
The third question is as equally important as the second one in the sense that it shows
the participants’ attitudes and thoughts about implementing the Metaverse in universities,
specifically whether the Metaverse improves the process of teaching and learning or not.
Figure 4
The final question of this survey is very important since it reveals the thoughts of the
participants’ in terms of implementing the use of the Metaverse in the Tunisian universities
and how it can potentially affect the process of teaching and learning in Tunisian universities.
3.2.Data analysis
By analysing Figure 2, considering the huge popularity the Metaverse during the last
years, the possibilities and the opportunities that it offers, and the fact that it was considered
an alternative to face-to-face sessions in different cases during the pandemic, it becomes that
Based on the data provided by Figure 3, the researcher comes to notice that 3/4 of the
participants think that using Metaverse and virtual reality in higher education can be
beneficial for teaching and learning, considering the advantages that the Metaverse learning
has over the traditional way of learning and online learning thanks to the immersive
4.0. Introduction
This chapter is divided into two major sections with the first section being a
theoretical approach and the second being a practical approach. The first section investigates
the idea of the Metaverse and the possibility to implement it in Tunisian universities. Then
through a very detailed study of fully immersive virtual reality techniques, a practical
framework for implementing Metaverse in education, in the Faculty of Arts and Humanities
The Metaverse and (VR) technology have the potential to revolutionize the way we
teach and learn in higher education. Students can be transported to new worlds and
experiences, making learning more engaging and interactive. However, there are a few steps
educators must identify the specific educational goals and objectives that Metaverse can help
achieve. This can include enhancing student engagement, providing hands-on experience, or
enabling simulations of real-world scenarios. The next step is to research and evaluate
different VR technologies and platforms that are available and to consider factors such as
their cost, their ease of use, and their compatibility with existing hardware and software.
Furthermore, a plan must be developed for integrating the Metaverse into existing curriculua.
This may involve creating VR content that aligns with course objectives, training faculty on
how to use VR technology, and identifying opportunities for students use of VR outside the
classroom. Additionally the institutions have to implement and test the VR technology in a
pilot program with a small group of students and faculty. This will allow educators to gather
feedback and make fixes adjustments before spreading the program. After efficiently
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implementing the use of Mtaverse in the institution, educators continuously monitor and
evaluate its effectiveness in achieving educational goals, and make adjustments as needed. It
is also worth noting that it's important to consider the cost of VR equipment, the need for
specialized training, the need for a Metaverse platform that teachers and students can log into
to attend the Metaverse-based sessions, and the need for a dedicated space where students can
4.2. Implementing the Metaverse in the Faculty of Arts and Humanities of Kairouan
In order to start using the Metaverse strategically for education, it is important to start
with building 3D models which fit into the curricula of each department of the faculty since
they are the backbone of the entire metaverse-based education experience. There are a few
steps that need to be taken in order to properly build these models. The first step is to use a
software to create 3D environments such as Blender. The same software can be used to build
the models for the VR environment as well. This can include objects, characters, and
After completely building the environments and the models, they have to be exported
as FBX or OBJ files. These file types are compatible with Unity which will automatically
After finishing up the models and the environments, they need to be tested in VR.
Unity is a good place to test the 3D materials using VR headsets. Testing them will allow for
customizing and refining them if needed. It will also allow to make sure that they are working
These models can be used in VR environments that fit the needs of every department
in the faculty. For example, the students of archaeology can be provided with scale 1:1 3D
models of historical sites that they can visit through VR without needing to travel and visit
them in real life, they can have reimagined models of these historical sites at the time they
were built so that they can actually live what they study. Students who study civilization will
now be able to actually visit different times or places and live them through their VR
Oculus store, where the students can download it and using on their own devices. It can also
4.3. Conclusion
the learning experience; it will create more engagement through its interactive environments
and will make the process of learning faster, easier and more efficient. However,
implementing this kind of technology in higher education can be expensive. and not all
universities have the resources to afford it. This can create a divide between institutions that
4.4. Dsicussion
As the researcher mentioned before, this study investigates the importance of the
implementation of the Metaverse and its impact on higher education in general and in the
technology in the Faculty of Arts and Humanities in Kairouan while taking into
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consideration the current capabilities of Tunisia. The use of the Metaverse in education
creates more engagement and saves the students so much time, effort and money.
However it's important to ensure that students and teachers are aware of the potential
risks and side effects of using this technology, such as disorientation or motion sickness,
and take appropriate precautions. The Metaverse can also be a space for bullying,
depending on a number of factors, including the type of VR technology used, the scale of