Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/115719
DC FieldValueLanguage
dc.contributorDepartment of Industrial and Systems Engineeringen_US
dc.creatorZheng, Wen_US
dc.creatorChan, YKen_US
dc.creatorTang, YMen_US
dc.date.accessioned2025-10-23T08:39:13Z-
dc.date.available2025-10-23T08:39:13Z-
dc.identifier.issn1049-4820en_US
dc.identifier.urihttp://hdl.handle.net/10397/115719-
dc.language.isoenen_US
dc.publisherRoutledge, Taylor & Francis Groupen_US
dc.subjectAvatar-based learningen_US
dc.subjectMetaverseen_US
dc.subjectMetaversityen_US
dc.subjectMulti-group analysisen_US
dc.subjectVirtual learning environmenten_US
dc.titleImpact of avatar-based metaverse learning on students’ self-expansion : a multi-group analysis of prior experience and educational levelsen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.doi10.1080/10494820.2025.2550033en_US
dcterms.abstractIn recent years, advancements in virtual learning tools have significantly transformed the field of education. Among these innovations, the development of metaverse learning environments has gained increasing importance within the educational sector. Immersive school scenes, interactive features, and customizable avatars are key elements that enhance student learning performance. However, the effects of these environments on students’ self-expansion remain largely unexplored. Therefore, we proposed a research model that measures student learning outcomes and conducts a multi-group comparison based on prior experience in the metaverse and educational levels. Data were collected from 254 students in Hong Kong. Our findings indicate that Avatar-Based Learning Experience (ALE), Immersive Engagement (IE), Interactive Simulation (IS), and Sense of Presence (SP) are critical factors contributing to students’ self-expansion within metaverse education. Moreover, students with prior experience in the metaverse exhibited higher levels of self-expansion. Notably, male students in higher education reported higher levels of ALE and SP than those with school-level education. However, no statistically significant differences were found among female students across different educational levels. This study provides valuable insights for educators and metaverse developers in designing customized teaching materials and creating more engaging virtual environments to enhance student motivation and learning outcomes in the future.en_US
dcterms.accessRightsembargoed accessen_US
dcterms.bibliographicCitationInteractive learning environments, published online: 3 Sept 2025, Latest Articles, https://doi.org/10.1080/10494820.2025.2550033en_US
dcterms.isPartOfInteractive learning environmentsen_US
dcterms.issued2025-
dc.identifier.scopus2-s2.0-105015201509-
dc.identifier.eissn1744-5191en_US
dc.description.validate202510 bcwcen_US
dc.description.oaNot applicableen_US
dc.identifier.SubFormIDG000266/2025-10-
dc.description.fundingSourceSelf-fundeden_US
dc.description.pubStatusEarly releaseen_US
dc.date.embargo2027-03-03en_US
dc.description.oaCategoryGreen (AAM)en_US
Appears in Collections:Journal/Magazine Article
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Status embargoed access
Embargo End Date 2027-03-03
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