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Lifelong Learning in a Changing World:
From (serious) games to metaverses
Baltasar Fernández-Manjón
Grupo e-UCM (www.e-ucm.es)
Universidad Complutense de Madrid
balta@fdi.ucm.es @BaltaFM
15/11/2021, WEEF-GDC, UNED, Madrid Educación Digital y Juegos Serios
Cátedra Telefónica-Complutense
Metaverse: virtual worlds and real economy
• Neal Stephenson's novel Snow Crash created the term metaverse
• A persistent, synchronous, virtual space where people can interact with one
another in real time and where both planned and spontaneous events occur
that bridge the gap between the virtual and real world ( def by Mathew Ball)
• Persistent interactive virtual world with their own economic system breaking
the barrier across devices and the physical and virtual world
• Metaverse not that new as ICT system
• Second Life
• Isolated persistent digital world ( $$ Linden dollars)
• Still around with their Tilia payment system
Metaverses: Why now?
Disruption create by the COVID pandemic
• Technology role in the new normal
New development in supporting technologies
• Game technologies, including AR and VR
• World-wide game infrastructures
• Crypto currencies
New Metaverse initiatives with big investments
Metaverse major players
and education
• Epic – Fortnite
• Facebook –Horizon, oculus
• Microsoft –Minecraft, Teams, Office
• Roblox
Metaverse as educational disruptors?
• Open new possibilities for more interactive immersive experiences
• Hybrid environments: Augmented reality, Virtual Reality, Mixed Reality
• Multimodal content with seamless user experience across devices
• Increases the already existing access gap -> tech divide
• Role of the educators in the new metaverses
• Sophisticated content complex and expensive to produce
• Content creators or just consumers?
Education, Research and Ethics
• Metaverse are highly-interactive integrated systems that get huge
amounts of users information
• All that interaction information could be used for better
understanding learning (learning analytics)
• Private companies will be the owners of users’ interaction data
• Privacy laws such as EU GDPR are not widely enforced
• Role of the educational researchers in this new landscape of big
investment of for profit companies?
• Ethics should drive any educational application of metaverses

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Metaverses lifelong learning in a changing world

  • 1. Lifelong Learning in a Changing World: From (serious) games to metaverses Baltasar Fernández-Manjón Grupo e-UCM (www.e-ucm.es) Universidad Complutense de Madrid balta@fdi.ucm.es @BaltaFM 15/11/2021, WEEF-GDC, UNED, Madrid Educación Digital y Juegos Serios Cátedra Telefónica-Complutense
  • 2. Metaverse: virtual worlds and real economy • Neal Stephenson's novel Snow Crash created the term metaverse • A persistent, synchronous, virtual space where people can interact with one another in real time and where both planned and spontaneous events occur that bridge the gap between the virtual and real world ( def by Mathew Ball) • Persistent interactive virtual world with their own economic system breaking the barrier across devices and the physical and virtual world • Metaverse not that new as ICT system • Second Life • Isolated persistent digital world ( $$ Linden dollars) • Still around with their Tilia payment system
  • 3. Metaverses: Why now? Disruption create by the COVID pandemic • Technology role in the new normal New development in supporting technologies • Game technologies, including AR and VR • World-wide game infrastructures • Crypto currencies New Metaverse initiatives with big investments
  • 4. Metaverse major players and education • Epic – Fortnite • Facebook –Horizon, oculus • Microsoft –Minecraft, Teams, Office • Roblox
  • 5. Metaverse as educational disruptors? • Open new possibilities for more interactive immersive experiences • Hybrid environments: Augmented reality, Virtual Reality, Mixed Reality • Multimodal content with seamless user experience across devices • Increases the already existing access gap -> tech divide • Role of the educators in the new metaverses • Sophisticated content complex and expensive to produce • Content creators or just consumers?
  • 6. Education, Research and Ethics • Metaverse are highly-interactive integrated systems that get huge amounts of users information • All that interaction information could be used for better understanding learning (learning analytics) • Private companies will be the owners of users’ interaction data • Privacy laws such as EU GDPR are not widely enforced • Role of the educational researchers in this new landscape of big investment of for profit companies? • Ethics should drive any educational application of metaverses