There has been a rapid evolution in the industrial sectors due to advancements in technology. As a result of these evolutions, there is a significant need for higher education to evolve and prioritise critical thinking and advanced problem-solving skills, particularly in the engineering sector. Current learning approaches follow the transmission model of teaching, where educators serve as the primary source of knowledge and limited tools are utilised during lectures. In engineering education, the need for hands-on and scenario-based experiences is crucial to keep pace with the industry’s evolving nature. This study examines initial investigations into how immersive and metaverse-based technologies can support scenario-based and hands-on learning to enhance students’ problem-solving and critical thinking skills while interacting with both the virtual environment and one another in the metaverse. The study reviews literature on current educational systems and the potential of immersive technologies while also collecting data through survey investigations. By analysing the survey responses from 67 students and 37 educators or trainers, insights were gained into the limitations of current educational systems, and the participants’ opinions on incorporating immersive technologies such as the metaverse into engineering education were assessed. The primary outcomes of these investigations demonstrate the importance of hands-on experiences, with 55.2% of students selecting it as the tool that helps them understand best. Although only 16.2% of educators or trainers utilise some form of simulations or virtual labs in their teaching, the potential of immersive technologies to enhance understanding of complex engineering concepts was underscored, particularly through virtual labs and 3D visualisations, which emerged as the two most important features to be included in an engineering metaverse environment for both groups. Moreover, the metaverse exhibits significant potential for enhancing communication and teamwork skills by facilitating multiplayer experiences and tasks within the virtual environment.
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Andrea Bezzina
Joseph Paul Zammit
Procedia Computer Science
University of Malta
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Bezzina et al. (Thu,) studied this question.
www.synapsesocial.com/papers/69c37b41b34aaaeb1a67d7b3 — DOI: https://doi.org/10.1016/j.procs.2026.02.413