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IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 16, NO.

6, DECEMBER 2023 1179

A Framework for Constructing a Technology


-Enhanced Education Metaverse: Learner
Engagement With Human–Machine
Collaboration
Zhongmei Han, Yaxin Tu, and Changqin Huang , Member, IEEE

Abstract—The education metaverse (Edu-Metaverse), as a world, a real-time update of the virtual and real worlds [4], which
simulated extension of the real world, is an infinite virtual space makes the metaverse a real-world-based and perceivable place
where learners can build their relationships with others and create to perform. The metaverse has been poised as another emerging
interactive content. However, preparing learners to engage fully
with Edu-Metaverse remains challenging. As technologies on education application tool, which is a highly experiential learn-
Edu-Metaverse are new to learners, there is a lack of studies on ing network formed through the interconnection of learners and
how to enhance learner engagement with human–machine col- machines (e.g., AI agents and augmented reality (AR)/virtual
laboration. Therefore, this study proposes a technology-enhanced reality (VR) equipment) [5], [6]. As indicated by embodied
Edu-Metaverse framework for facilitating learner engagement
cognition theory [7], embodiment or body-based interaction
with human–machine interactions. The framework consists of two
major components: technology enhancement of Edu-Metaverse can make learners feel a sense of high-effect learning. Drawing
and interactions among learners and avatars in Edu-Metaverse on the theory of embodied cognition, the education metaverse
contexts. In the proposed framework, Edu-Metaverse reshapes the (Edu-Metaverse) offers learners a virtual space that mirrors the
relationships between humans and machines. With the support real world for embodied and immersive experiences and learning
of human–machine collaboration, learner engagement could be
content generation and creation [8]. It is a multirelational rep-
concluded in the following three patterns: training engagement
guided by Edu-Metaverse, collaboration engagement supported resentation of different learners’ characteristics to enhance the
by Edu-Metaverse, and creative engagement empowered by social aspect among all objects of the real and virtual worlds.
Edu-Metaverse. In addition, a case analysis is conducted to validate These unique features necessitate alterations to the interaction
the Edu-Metaverse theoretical framework and engagement process and learning content generation to prepare learners and
patterns. The proposed framework can provide a more holistic
promote engagement. Although Edu-Metaverse has evolved to
understanding of the Edu-Metaverse implications as well as
learning designs that are aimed at enhancing learner engagement become a key education goal worldwide due to the associated
with the support of human–machine collaboration. significant educational benefits, there is yet to be a definitive
Index Terms—Education metaverse (Edu-Metaverse), human– conclusion on what impact the emergence of an educational
machine collaboration, learning engagement. metaverse will have.
With the development of Edu-Metaverse technologies,
I. INTRODUCTION human–machine interactions have made a distinctive contri-
bution to fostering learners’ active engagement and helping to
ECHNOLOGY-ENHANCED education has played a piv-
T otal role in promoting high-quality learning [1]. Advanced
technologies are accompanying the metaverse to grow with the
build a high-quality learning context [9]. Machines are defined
as learning equipment (e.g., mobile phones, robots, and VR
glasses) and AI agents (e.g., learning path planning and peer
proliferation of virtual reality, Big Data, and many other artificial recommendation systems). The advantage of machines is that
intelligence (AI)-empowered applications of all sorts [2], [3]. they can analyze/make decisions based on computing power
What emerges in the metaverse is a mirror image of the real and perform repetitive operations quickly. Human–machine in-
teractions are posited to take on increasing support of learner
Manuscript received 2 January 2023; revised 2 March 2023; accepted 3 engagement and are becoming increasingly pressing, especially
March 2023. Date of publication 15 March 2023; date of current version 14
December 2023. This work was supported in part by the National Key R&D in the Edu-Metaverse [10]. Edu-Metaverse can enable learners
Program of China under Grant 2022ZD0117101, in part by the National Natural to continuously engage with high-immersion digital content
Science Foundation of China under Grants 62107037 and 62037001, and in part [11]. Learning engagement has always been highly valued in
by the Zhejiang Provincial Natural Science Foundation of China under Grant
LQ22F020023. (Corresponding author: Changqin Huang.) content acquisition and creation, promoting learners’ academic
The authors are with the Key Laboratory of Intelligent Education Tech- success [12]. Although machines designed to interact with hu-
nology and Application of Zhejiang Province, Zhejiang Normal University, mans are proliferating, our understanding of the engagement
Jinhua 321004, China (e-mail: zm.han@zjnu.edu.cn; tuyx1996@zjnu.edu.cn;
cqhuang@zju.edu.cn). underpinning human–machine collaboration remains limited in
Digital Object Identifier 10.1109/TLT.2023.3257511 the Edu-Metaverse. At this juncture, the Edu-Metaverse is crying

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1180 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 16, NO. 6, DECEMBER 2023

out for an effective theoretical framework for promoting deeper impact of the experience of VR making and metaverse linking
engagement with human–machine collaboration. on the improvement of teachers’ technological literacy [26]. As
As progress toward the metaverse taking on increasingly deep learning technology has advanced, how to apply it in the
sophisticated learning roles continues apace, a framework for field of education has attracted increasing attention from schol-
constructing the Edu-Metaverse needs to clarify solutions to ars. Supported by deep learning technology, intelligent agents
the inner rules of learner engagement with human–machine now enable higher-order tasks than ever before [27]. Hence,
collaboration in a high integration of virtual and physical space. these technologies have shown the new possibilities of the future
In addition, the learner engagement patterns or rules with metaverse. Despite the growing popularity of the metaverse, the
human–machine interactions remain largely unknown in the human–machine partnership aimed at the willingness of humans
Edu-Metaverse. Thus, inspired by the work of Wang et al. [13], to accept the participation of machines remains unclear. An
we deconstruct the educational metaverse from the perspective important question that arises and needs to be answered is how to
of collaborative engagement with human–machine interactions. balance responsibility for learner engagement between humans
This study proposes a framework for seeking to account for and machines in the Edu-Metaverse.
the learner engagement presented by the interaction between
humans and machines in Edu-Metaverse contexts. By and large, B. Human–Machine Interaction
the framework offers a scarcity of studies exploring learner
Increasingly, there are studies exploring the use of low-cost
engagement with human–machine collaboration that respects
machines, such as chatbots and intelligent agents, for learning in
human experiences, the diversity of machines, and the structure
recent years [28], [29], [8]. Machines have played an important
and function of manifold patterns. This framework aims to help
role in digital learning contexts, and they enable humans to inter-
clarify the construction structure of the Edu-Metaverse.
act with the outside world [30]. Modern educational technology
helps learners gain more information through human–computer
II. LITERATURE REVIEW interaction [31], which can create rich correlations to current
A. Metaverse in Education events [32]. As a result, the learning content offered by the use
of machines is more engaging and intuitive.
The epidemic has confronted the global education sector with
In the metaverse, intelligent agents provide users with a
unprecedented challenges, resulting in online education being
special communication opportunity to ask for and offer learning
particularly controversial [14]. Online and virtual learning is
assistance. There have been studies on human–machine collab-
beneficial for providing learning content and reducing the risk
orative writing by intelligent evaluation platforms. The machine
of engagement with no time or place restrictions [15]. Recently,
(e.g., recommendation systems) can undertake massive data
the metaverse, as digital intellectualization survives in a posthu-
analysis tasks and embody the advantages of high-performance
man society and can consolidate its position as a large-scale
computing [33]. Interaction support among diverse objects is one
learner, has attracted a number of studies [16]. Wang et al. [13]
of the key functions [34]. Studies conducted for virtual world
constructed an Edu-metaverse ecosystem for guiding applica-
contexts also demonstrate the role of machines in facilitating
tions of metaverse in education. Some scholars might deem the
supportive interactions. Fundamentally, the main advantage of
metaverse a new form of AR/VR. Nevertheless, the metaverse
computer-mediated communication is the ability to commu-
is far from AR or VR [17]. Although there is no clear definition
nicate with a range of people. Using an avatar to commu-
of the metaverse, Smart et al. [18] assumed four ways from the
nicate in a virtual environment has the following advantages
surface to a deep collaboration with the real world in which
over other forms. First, avatar-mediated communication in the
the metaverse benefits learners, including virtual worlds, mirror
metaverse is more diversified than text-based communication,
worlds, augmented reality, and lifelogging. In general, the view
mainly through nonverbal cues, including gestures, behaviors,
of extensive studies on the metaverse in education is that it is
and facial expressions that mimic face-to-face communication,
a shared social place for an immersive experience and creating
expressing concern and support for each other [35]. With a larger
new content [19], [20].
social network, humans and machines have more opportunities
Based on the definition of a metaverse, the embryonic form
to interact favorably with other users [36].
of a metaverse has already existed, such as Second Life (role
Despite the learning benefits associated with human–machine
placement) [21], Sims software, and Minecraft game (interaction
interactions, there is a notable lack of knowledge about how
orientation) [22]. To improve learning performance, Mystakidis
learners interact with machines in the Edu-Metaverse. Without
[23] designed a metaverse course to sustain learners’ interest
such knowledge, the mechanism of metaverse-supported learn-
and engagement in online learning. His results indicate that
ing remains a black box; that is, it is still unclear if and when
metaverse content might evoke learners’ interests. In addition to
learners are willing to cooperate with machines. As a result,
the benefit, the metaverse can support social interactions among
little knowledge can be gained to enhance human–machine
learners’ avatars in the metaverse and their real-world peers [24].
collaboration as well as the engagement of metaverse-supported
Therefore, it can be inferred that the number of studies on the
learning.
integration of the metaverse and education will show a surging
trend in the near future.
C. Learner Engagement
Many research studies have focused on how metaverse prac-
tices are incorporated into digital technologies in a larger sense. Learner engagement is characterized by the condition of
Lee and Hwang [25] created VR content and investigated the strong concentration on enjoyable and fascinating tasks [37]. A
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HAN et al.: FRAMEWORK FOR CONSTRUCTING A TECHNOLOGY-ENHANCED EDU-METAVERSE 1181

Fig. 1. New framework for technology-enhanced Edu-Metaverse with human–machine collaboration.

frequent way to define engagement is to describe it as the quality (as shown in Fig. 1), which provides a clearer view and more
of the learner experience on the following four constructs: af- comprehensive understanding of the various metaverse worlds
fective states (interest and enjoyment), behavioral states (visible to increase global awareness of the metaverse’s social and
task engagement), cognitive engagement (concentration), and educational influence. We believe that the new Edu-Metaverse
agentic states (future actions) [38]. framework is revolutionary and may support the rapidly expand-
The best way to demonstrate the complexities of student en- ing research and development efforts in this field.
gagement is to analyze and provide an example case. The dialog
from an assignment reflects the affective aspect of engagement III. RELEVANT THEORY FOR THE EDU-METAVERSE
[39]. Although the traditional internet requires real subjects to FRAMEWORK
interact with each other through meeting platforms and chat
Despite the growing importance of Edu-Metaverse, attempts
software, which enables instant communication, it also brings
toward a framework for constructing Edu-Metaverse are still
great limitations to actual engagement. To make interactions
rarely seen in promoting learners’ engagements with human–
between humans and machines more conducive to knowledge
machine collaboration. However, a few researchers have pro-
production, some scholars have argued that there needs to be
posed related theories that may help inform these issues. There-
a certain level of virtual proximity, and others have offered
fore, we aim to draw on theories for building an innovative
thoughts on the engagement of new knowledge generation for
framework for constructing Edu-Metaverse, including embod-
human–machine interactions. It is equally critical to understand
ied cognition and humanism theories.
learner engagement patterns with human–machine collabora-
tion. The Edu-Metaverse has also become a potential solution to
complex engagement processes, reshaping the logical relation- A. Embodied Cognition
ship between individuals, groups, and technology through the Embodied cognition is the capacity of learners to acquire
fusion of reality and imagination. knowledge from the interplay among bodies, behaviors, and
All things considered, empirical evidence suggests that environments [40]. Unlike pedagogical approaches that empha-
human–machine collaboration should enhance engagement. size direct guidance of learner attention, embodiment attaches
However, few studies have directly investigated the interaction importance to the interplay between body and learning contexts.
between human learners and machines in the educational metau- Embodied cognition takes the interplay as the learning core to
niverse, and the complex psychological development mech- promote learning engagement. Multiple empirical studies sup-
anism in the interaction process also needs to be clarified. port embodiment for enhancing cognitive processes. Sinnamon
Here, we endeavor to put forward the initial version of an and Miller [41] evidenced how body actions play a critical role in
Edu-Metaverse framework with human–machine collaboration cognition. Likewise, embodiment is deemed a critical factor for

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1182 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 16, NO. 6, DECEMBER 2023

knowledge construction in Poulsen and Thøgersen [42] study. the innovative framework consists of two major components to
Overall, embodiment stimulates interactions and engagement in delineate the logical structure of learner engagement, including
learning environments. More importantly, embodied learning the technology enhancement of Edu-Metaverse and learning
tends to have a long-term impact on those experiencing the engagement with human–machine collaboration. Overall, the
interactions. framework offers a theoretical paradigm to study learners’
With the advancement of immersive AR/VR/AI technolo- engagement that takes advantage of humans and machines in
gies, learners can have an immersive experience in terms of Edu-Metaverse environments.
their bodies, mental state, and cognition. From the perspective
of embodied cognition, the Edu-Metaverse establishes rela-
tions between humans and machines in terms of presence and A. Technology Enhancement of Edu-Metaverse
embodiment. Hence, regarding high-immersion engagement, As a new form of education, Edu-Metaverse relies on ad-
technology-enhanced embodied cognition has major implica- vanced technologies, breaking through the boundaries of learn-
tions for our Edu-Metaverse framework. ers, learning content, and learning activities in terms of space–
time relationships. They are mainly composed of network
B. Humanism and computing technology, interactive technology, AI, and
blockchain.
Humanistic theory emphasizes the self-realization of human
The four types of technologies serve the Edu-Metaverse as a
beings [43]. The purpose of the education field is to awaken
learning context, a highly social network formed through the
learners’ potential abilities based on their characteristics. In this
interaction among learners and avatars, and a deep learning
process, learners are the leaders of learning activities, and others
engagement with human–machine collaboration.
(e.g., teachers, peers, and intelligent agents) only play a sup-
1) Network and Computing Technology: As technology ad-
portive role. Facilitated by advanced technologies, humanism
vances in education, the Internet of Things, network and comput-
manifests itself as an active learning pursuit of enhancements
ing infrastructure provide a solid hardware environment foun-
and augmentations in accordance with their aptitude.
dation for future learners to enjoy high-bandwidth, low-latency,
Human–machine collaboration is the core and breakthrough
multiconnected ubiquitous learning scenarios. Edu-Metaverse
of humanism in a technology-enhanced society. Machine intelli-
is being strengthened by various factors, from mobile-based,
gence is made by human beings. As the core position emphasized
always-on access to connectivity with reality using virtual cur-
by humanistic learning, we must take “caring for learners”
rency. This connected learning environment for everything will
as the purpose of creating human–computer learning contexts
surely inspire learners to create new worlds with their hands
and processes [44]. In human–machine collaboration learning,
and provide strong support for future multiple Edu-Metaverses
optimal development of learners pays attention to the learning
(e.g., multidisciplinary Edu-Metaverses and multifunction Edu-
objectives and interests for making learners themselves control
Metaverses).
their own learning information, enjoying the sense of empow-
2) Interactive Technology: To facilitate learner exploration
erment brought by technology, and achieving a high-quality
in the educational metaverse, interactive technologies can pro-
learning effect. To cope with this demand, Edu-Metaverse must
vide highly realistic and immersive contexts. Extended, aug-
be a learner-centered learning context in which learners can
mented, and virtual reality technologies have the potential to
obtain maximum and personalized development with the help
extend the interactive virtual environments that have been con-
of machines. This theory offers a better understanding of how
sidered antecedents of the Edu-Metaverse. Learning environ-
to improve learner engagement assisted by machines.
ments supported by human–computer interaction technologies,
To summarize, although previous studies offer constructive
such as computer vision and even brain–computer interfaces,
theoretical insights for us to conceptualize the Edu-Metaverse,
bring unlimited imagination to the educational metaverse so that
there is still no robust framework that covers learner engagement
learners are no longer limited to the visual and auditory channels.
with human–machine collaboration. In the following section, we
These interactive technologies bring together integrated sensory
will therefore propose and introduce a new framework for the
experiences, such as vision, hearing, touch, smell, and taste.
Edu-Metaverse.
3) Artificial Intelligence: AI technology helps Edu-
Metaverse better process learning-related data. These underly-
IV. TECHNOLOGY-ENHANCED EDU-METAVERSE FRAMEWORK
ing supporting technologies (e.g., affective computing, cognitive
Derived from the aforementioned theories, a new framework analysis, and group intelligence) in the Edu-Metaverse will be
for constructing the Edu-Metaverse is proposed with the inte- more widely developed and applied in the Edu-Metaverse for
gration of underlying technologies, such as artificial intelligence learner engagement analysis and personalized recommendation.
and augmented reality. As illustrated in Fig. 1, learners can Therefore, AI technologies can provide a solid, powerful
enter the virtual world in the form of avatars. These learner foundation for the development and implementation of the
avatars, including digital persons, AI agents, and virtual per- Edu-Metaverse and paint a highly imaginative blueprint for the
sons, collaborate to implement learning tasks and generate new future of education.
learning content. Through the exit, learners finally return to 4) Blockchain: In the Edu-Metaverse, high-quality engage-
the real world and work together with avatars to absorb the ment attaches great importance to learning content generation
learning content from multiple Edu-Metaverse. By and large, and tracing. Blockchain, with its decentralized, distributed,

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HAN et al.: FRAMEWORK FOR CONSTRUCTING A TECHNOLOGY-ENHANCED EDU-METAVERSE 1183

traceability, high trust, and other technical features, ensures V. LEARNER ENGAGEMENT WITH HUMAN–MACHINE
the integrity and security of data information generated in COLLABORATION IN EDU-METAVERSE
the process of education management and teaching. It can Deploying an Edu-Metaverse begins with a focus on learners.
provide a guarantee of knowledge sharing and authentication,
As indicated by the framework (see Fig. 1), the Edu-Metaverse
which is based on rules and algorithms operating in the future
highlights unique features that make learners collaboratively
Edu-Metaverse for the authentication of learning outcomes, engage in learning with human–machine interactions.
the construction of credit banks, digital resource management
and distribution, the ecological construction of open education
resources, and the self-organized operation of digital campus
communities. A. Human–Machine Collaboration for Exploring Two-Way
Characterized by their comprehensive perception, the above- Facilitation
mentioned technologies provide new possibilities for learning Humans can build relationships through machines (e.g.,
something that requires long-term involvement and practice. agents), with each avatar used to communicate the learner’s
With the support of the technology boom, Edu-Metaverse can role in the world. “Human” is the learner; “Machine” is an
highly simulate learners’ spontaneous learning contexts (e.g., intelligent system or application that supports learning, includ-
learning activities, emotions) and trace learning paths in both ing intelligent educational software and intelligent robots with
the real and virtual worlds. certain reasoning thinking, action, and interaction capabilities.
As depicted in Fig. 1, humans in the real world involve learners,
instructors, peers, etc. In the virtual world, the machine could
B. Interactions Among Learners and Avatars in refer to all objects in Edu-Metaverse, including the equipment
Edu-Metaverse Contexts
(e.g., brain–computer interface, mobile phone, and VR glass)
In the Edu-Metaverse, learners acquire virtual identities by and AI agents (e.g., avatar and emotion recognition system).
means of digital mapping, which digitally configures the phys- However, in the Edu-Metaverse, collaboration is not fixed and
ical, cultural, psychological, and spiritual existence of the real can be modeled and modified by some or all of the learners
subject, thus forming a mirror incarnation in the educational who inhabit it, thus facilitating engagement between learners
metaverse. In Edu-Metaverse contexts, learners can create one or and learning content and learning environments. To explore the
many digital avatars according to their preferred characteristics. two-way facilitation, the process of human–machine collabora-
Avatars allow learners to seamlessly interact within real and tion is indicated in Fig. 2. The human–machine collaboration
simulated environments. Learners can perform skills in the in the educational metaverse injects new inspiration into these
virtual platform, including flying, walking, purchasing different varied forms of educational activity.
objects, and personalizing their wardrobe and appearance to First, the learning state of learners in the real world is
interact with virtual world objects [45]. Digital avatars combine transmitted to the input through multimodal language (ex-
objects, stakeholders, and places for learning engagement that pression, voice, behavior, etc.), while Edu-Metaverse needs to
are basically indistinguishable from the real world [46]. transform it into machine language that can be understood by
Compared to traditional internet interaction, the Edu- Edu-Metaverse. The Edu-Metaverse perceives and evaluates the
Metaverse offers a more dimensional way of interaction, which translated learner state, generates action sequences, and then
will not only enrich the interaction between real subjects but may expresses the states and presents them to the output. Similarly,
also produce two new types of mapping relationships between the learning state expressed by Edu-Metaverse needs to be
real subjects and avatars and avatars and avatars. translated into states that can be understood in the real world
It cannot be overlooked that there is also interaction between and then perceived by learners.
the avatars (i.e., mirror subjects) in the educational metaverse. A human–machine collaboration model is designed to help
The social nature of the educational metaverse is reflected not understand what happens in the learning engagement between
only in the parallel relationship with the real society but also in the real world and Edu-Metaverse and to locate the root causes
the ability of the avatars to learn by themselves and to sponta- of problems in the collaboration process. The Edu-Metaverse
neously build social relationships in the educational metaverse, can be understood as a machine system. The generation of the
creating new knowledge content and learning forms. On the one virtual world cannot be separated from the machine. The whole
hand, simple collaborative tasks can be completed by machines. metauniverse system should be perceived, operable, and under-
On the other hand, virtual subjects may form breakthrough standable. The key to this model is to note that the emotional
knowledge based on the exchange, fitting, and simulation of states observed by users are different from those displayed in
virtual data. These two aspects will significantly reshape the the metauniverse, focusing on how both parties express their
architecture of collaborative and self-directed learning, enrich- feelings and interpret each other’s emotions and behaviors. The
ing learning and making relatively static educational scenarios emotional states in the real world need to be processed before
more dynamic [47]. Some scholars argue that the value of the the machine or system can understand them. Similarly, the
metaverse is primarily in enduring creativity that “continues to emotional states received by the system from the user will also go
exist and develop internally even when no one is interacting with through a series of processing steps before they can be perceived
it” [16]. by the user.

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1184 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 16, NO. 6, DECEMBER 2023

Fig. 2. Human–machine collaboration model in Edu-Metaverse contexts.

learning but also hope that it can flexibly adjust their learning.
B. Learner Engagement With Human–Machine Collaboration That is, human–machine collaborative learning should highlight
in Edu-Metaverse the degree of autonomy of learners. According to the degree
In the learning process of applying the educational metaverse, of autonomy, learner engagement with humans and machines
it is important not to put the cart before the horse and put the includes Edu-Metaverse-led, division of labor, and human-led
technology at the center, but to make it clear that engagement engagement [49]. The dominant patterns of engagement indi-
design and activities are the top priority, so attention should be cate that the degree of autonomy of machines is higher than
given to the design of the corresponding learning engagement. that of humans. The human-led model has a high degree of
In terms of the selection of learning content, real cases (e.g., autonomy and can realize the control of cooperative activ-
online, classroom) tend to provide scaffolding for learners. In ities. To achieve the goal or consensus, the division of la-
addition, this content from real learning environments should bor and cooperation between the two is a relatively balanced
not be forcibly copied wholesale into the educational metaverse degree of autonomy, the establishment of an equal coopera-
environment. With the potential to deliver enhanced realism and tion relationship. Therefore, from the perspective of learners,
presence, the Edu-Metaverse can be another promising venue this study deconstructs human–machine collaborative learn-
that fulfills learners’ engagement. Learner engagement might ing into three patterns (see Fig. 3), namely, Edu-Metaverse-
change their presence from weak to strong. guided training engagement, Edu-Metaverse-supported collab-
In Edu-Metaverse contexts, learners’ activities involve multi- oration engagement, and Edu-Metaverse-empowered creation
ple metaverse scenarios at different times, and the metaverse can engagement.
help reflect learners’ knowledge, abilities, literacy, and person- 1) Training Engagement Guided by Edu-Metaverse: The
alities from multiple aspects. The Edu-Metaverse also has the machine guides the learning process through the procedural
potential to truly evaluate the whole cycle of the learner, which learning content and provides immediate learning feedback.
is an important tool that can truly deepen learner engagement. The machine in this pattern has a high degree of autonomy.
Learner engagement patterns with human–machine collabora- It provides learning support for learners through prespecified
tion lie in how to control the balance of autonomy between knowledge sequences and event logic. The flexibility of learners
humans and machines, as shown in Fig. 3. is relatively low, and they can only learn according to the learn-
In human–computer interaction, “autonomy” is a key con- ing content and planned path given by the intelligent system.
cept that refers to the degree of freedom, independence, and Although some intelligent systems claim that they can collect
decision power possessed by learners [48]. Learners not only the information and characteristics of learners for personalized
hope that an intelligent teaching system can support effective learning diagnosis, they are carried out in accordance with

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HAN et al.: FRAMEWORK FOR CONSTRUCTING A TECHNOLOGY-ENHANCED EDU-METAVERSE 1185

Fig. 3. Learner engagement patterns with human–machine collaboration.

the prescribed learning content, procedures, and objectives. increasing transparency, accuracy, and effectiveness, which de-
Therefore, in Edu-Metaverse-guided training engagement, the pend on human-centered intelligence. Human-centered artificial
machine realizes control of the learning process, and learners can intelligence emphasizes human control over the Edu-Metaverse.
only execute the learning activities set by the system when they Creation between human control and AI automation can enhance
cooperate with the machine, with a weak degree of autonomy. human productivity with a high level of reliability, security,
Undeniably, Edu-Metaverse-guided learning training patterns and trust [51]. In terms of education, learners need to learn to
can help learners solve learning difficulties, promote knowledge use the Edu-Metaverse to enhance their cognition and abilities,
learning and cognitive processing of learners, and enable them realize the creative interaction between the Edu-Metaverse and
to quickly master learning content in a reasonable learning path. human intelligence, and realize self-adaptive and personalized
2) Collaboration Engagement Supported by Edu-Metaverse: learning. Especially in creative problem solving, the human-
From the knowledge integration and path planning of learning, it led human–machine cooperative partnership is more advanta-
gradually turns to the interaction and cooperation of learners and geous [52]. This kind of learning pattern to enhance learn-
establishes a pattern in which the Edu-Metaverse and learners ers’ intelligence is the creative engagement pattern enabled
jointly control the learning process, that is, the autonomy of by artificial intelligence. In other words, the Edu-Metaverse
the “machine” is equal to that of humans. Compared with provides learning support for learners, builds cognitive scaf-
the training engagement guided by the Edu-Metaverse, the in- folding, assists learners’ cognitive exploration of the world and
teraction, cooperation, and joint control between learners and self, reduces learners’ cognitive load, and promotes learners’
the Edu-Metaverse emphasize the important role of learners’ creative learning. Creation-based learning emphasizes auton-
self-regulation. The Edu-Metaverse environment based on dia- omy and control and requires the control of learning to be
log and negotiation realizes the interaction between machines given to learners; that is, learners can independently explore
and learners. On the one hand, the Edu-Metaverse accurately and construct knowledge with the help of external guidance
understands the learning state of learners by collecting and and support. For example, the Edu-Metaverse uses artificial
analyzing the multimodal data of learners and accurately rep- intelligence to identify learners at risk and help them construct
resents their knowledge and skills in the system. On the other knowledge in a personalized and self-paced way, including
hand, learners can communicate with the Edu-Metaverse, un- by providing precise information to learners, clarifying how
derstand the decision-making process, and make better choices to promote learning, and outlining what learners must do to
[50]. Studies show that the Edu-Metaverse can play the roles achieve learning goals. In short, Edu-Metaverse-enabled cre-
of assistant, guide, supervisor, and companion in collaboration ative learning analyzes and discusses learners’ behaviors, cog-
engagement and cooperate flexibly with learners. Therefore, as nition, and emotions through intelligent diagnosis, prediction,
human physical or mental labor is shared by the Edu-Metaverse, intervention, and prevention, helping learners flexibly choose
the human–machine collaboration form will be more concrete. the analysis results provided by the Edu-Metaverse, indepen-
3) Creative Engagement Empowered by Edu-Metaverse: dently construct and design the learning process, and explore
When learners are in a dominant position, the Edu- effective learning methods that meet their own characteristics
Metaverse helps learners increase their intelligence mainly by and needs.

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1186 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 16, NO. 6, DECEMBER 2023

own one or many avatars are requested to complete learning


tasks with the support of machines. In the “create animal zoo”
metaverse, learners inhabited avatars to generate and experi-
ence VR/AR learning content using a 3-D creation and coding
program. Learners could experience 3-D content via mobile
devices, tablet PCs, desktop computers, and/or VR glasses.
More importantly, a high level of human–machine collaboration
based on togetherness and presence became possible because
learners were in the same space while maintaining a meaningful
conversation and interaction.
In the case of the framework application, we analyze the
metaverse-linking process from the perspective of learner en-
gagement.

B. Learner Engagement as a Receiver (Human in Bypass)


In the beginning, learners simply create 3-D content associ-
ated with the zoo. At this time, learners prefer building knowl-
Fig. 4. Examples of zoo Edu-Metaverse by Cospaces Edu.
edge with the guidance of machines and tend to be training
engagement patterns. In the training engagement guided by
Edu-Metaverse, the role of the machine in Edu-Metaverse is
to provide learners with preset learning objectives and paths
and guide them to knowledge construction. This engagement is
suitable for “novice” learners who lack professional knowledge
background and method guidance because they do not know
what is best for learning [53]. Therefore, humans bypass this
to improve themselves. To some extent, when learners “input”
personal learning feature information into the Edu-Metaverse,
Fig. 5. Study procedure.
they are also checking the autonomy of the “machine,” so that
they will not be restrained by the Edu-Metaverse.
VI. APPLICATION OF THE EDU-METAVERSE FRAMEWORK FOR
LEARNER ENGAGEMENT
C. Learner Engagement as a Collaborator (Human in the
A. Case Analysis of Learner Engagement in the Loop)
Metaverse-Linking Process
As they progress with the task, learners need to set up actions
Our proposed Edu-Metaverse framework holds promise for and words for objects in the zoo metaverse by using a coding
enhancing high engagement in a technology-enhanced virtual program. In this stage, learners must complete the learning task
metaverse. Many researchers [26] employ Cospaces Edu (a with machine assistance. Learners prefer collaboration engage-
computer software program) to construct Edu-Metaverse envi- ments. Human–machine collaboration engagement advocates
ronments where learners can build their own VR and AR con- value realization when humans and machines are jointly given
tents based on group interactions and human–machine collabo- full play to their strengths. Over the learning process, to avoid
ration. In this application case of the Edu-Metaverse framework, excessive control, human–machine interaction and negotiation
Cospaces Edu is employed to design a learning activity (group intend to improve learners’ self-regulation ability. Learners who
task: creating a zoo Edu-metaverse) for learners (see Fig. 4). engage in learning collaboratively with machines can play a
The design and operation of the Cospace Edu APP align with good role as collaborators in two aspects. One is the machine in
the theories of embodied cognition [8] and humanism [43]. The Edu-Metaverse as a collaborative partner of learners. Such learn-
study procedure is shown in Fig. 5. ers realize human–machine dialog through natural language
A total of 95 Chinese undergraduate students participated in processing, semantic analysis, and other technologies. The other
this study. The participants’ ages ranged from 17 to 19, with is the machine in Edu-Metaverse as a collaboration medium to
an average of 17.37. With respect to their background, they promote the connection between learners. It can be concluded
all majored in educational technology. They had gained rich, that humans and machines develop jointly. Learners in the loop
technology-supported experiences. All of them were requested of Edu-Metaverse participate in the adjustment of parameters
to complete the learning task equipped with diverse machines, in the algorithm to achieve optimization to provide a machine
such as tablets, VR helmets, and multiple display screens (see processing effect. Thus, in the interactive negotiation supported
Fig. 6). As shown in Figs. 4 and 5, the learning task was to create by Edu-Metaverse, the learner is not only the peer collaborator
an animal zoo in educational metaverse contexts. Learners who at the other end but also the collaborator of the Edu-Metaverse.

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HAN et al.: FRAMEWORK FOR CONSTRUCTING A TECHNOLOGY-ENHANCED EDU-METAVERSE 1187

Fig. 6. Edu-Metaverse contexts with human–machine collaboration.

D. Learner Engagement as a Constructor (Human in Leading) Now, the core is to promote learner engagement and build
Finally, learners need to consider what zoo they want to an Edu-Metaverse for promoting immersion and sustainabil-
ity. In the Edu-Metaverse context, the differences between
create. At present, machines cannot yet finish creative tasks, so
learners at this stage engage in learning with creative patterns. humans and machines are narrowing, and the tacit under-
Human-centered learner engagement highlights the importance standing of human–machine collaboration is continuing to im-
prove. Learner engagement in the Edu-Metaverse advocates
of developing a human-oriented Edu-Metaverse. Learners tend
to be in a self-learning paradigm. This is because only the the realization of learner value. Learners use Edu-Metaverse
to achieve self-development. On the one hand, we have a sense
learner knows what their problems and needs are. In contrast,
of technological well-being in the intelligent age, being able to
much control from machines would reduce learning motivations.
Metaverse-empowered learning is appropriate for learners with use technology to pursue a better future. On the other hand,
there is also a fear that education is slipping into techno-
strong abilities seeking a sense of learning control (e.g., adults).
logical acceleration, whereas full ethical and safety risks are
Learners take charge of tasks that require understanding and
thinking in a leading manner [54]. In general, human–machine ignored.
Presenting an Edu-Metaverse framework for learner engage-
coconstruction learning has been characterized by self-design,
self-monitoring, self-regulation, and self-evaluation in the Edu- ment with human–machine collaboration, this study is a step
Metaverse age. ahead of other empirical studies. On the one hand, the framework
proposed in this study is constructed from the perspective of
Learner engagement indicates that effective learning might
range from low to high in terms of human autonomy, from human–machine collaboration. Most importantly, the frame-
training to collaboration and to the creation of engagement work emphasizes that learning in Edu-Metaverse contexts aims
to interact with different identities for collective effect. On
patterns. For learning adaptivity and sustainability, this frame-
work and learner engagement shed new light on the role of the the other hand, taking humans as a basis, learner engagements
Edu-Metaverse in the context of transforming one-way interac- reveal human–machine relationships and create new value for
maximizing their advantages in terms of mutual reinforcement.
tion between digital content knowledge and learners’ learning
multidimensional immersion and engagement between humans In addition, a case study is carried out to apply the framework
and identify learner engagement. The results show that three
and machines. Therefore, it can be seen from the deconstruction
engagements with human–machine collaboration are needed to
of learner engagement in Edu-Metaverse that learners adjust
their behavior according to the autonomy degree of machines experience when learners’ cognitive level range from low to
high. More testing and fine-tuning to align with the practices
to adapt their role in the collaborative relationships between
in the real world are needed to verify and enhance the frame-
humans and machines.
work proposed in this study. With the technology-enhanced
Edu-Metaverse framework, we also propose three learner en-
VII. CONCLUSION gagement patterns according to the autonomy degree of humans
The new coronavirus epidemic, which began to sweep the and machines. Therefore, this study serves as a starting point
world in 2020, has led more educators to understand the for bringing pioneering insights into this exciting but unknown
value of cross-platform, virtual-real integration in education. metaverse era.

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1188 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 16, NO. 6, DECEMBER 2023

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