Developing a Gamified Metaverse for Practical Learning at Sukhothai Thammathirat Open University
DOI:
https://doi.org/10.3991/ijim.v20i06.60821Keywords:
Human-centered computing, Metaverse, Gamification, Practical Learning Management, Open UniversityAbstract
The purposes of this study was to develop a metaverse based on the gamification concept for the practical learning management of students at Sukhothai Thammathirat Open University (STOU) and to study their practical learning outcomes. The research findings showed that the metaverse, based on the gamification concept and developed for this model, consists of five components: (1) the context of the university or institute; (2) input, including learners, learning objectives, instructors, support personnel, the learning environment, and supporting technologies; (3) the process, involving teacher and learner preparation, implementation of learning activities, and measurement and evaluation of learning outcomes; (4) output, comprising academic achievement and learner satisfaction; and (5) the feedback for improving the design of the teaching and learning system. Additionally, students who studied with this metaverse achieved practical learning outcomes higher than the specified criteria, with a result of 69.7%. Furthermore, the evaluation of practical learning outcomes from the gamified metaverse was determined by assessing two behavioral components: Process Efficiency (E1) and Outcome Efficiency (E2); this served as a quality assurance tool, supporting teaching and learning achievements.
References
[1] G. J. Hwang and S. Y. Chien, "Definition, roles, and potential research issues of the metaverse in education: An educational technology perspective," Comput. Educ. Artif. Intell., vol. 3, 2022, Art. no. 100082, doi: 10.1016/ j.caeai.2022.100082 DOI: https://doi.org/10.1016/j.caeai.2022.100082
[2] P. Jaipong, S. Siripipattanakul, P. Sriboonruang, and T. Sitthipon, "A review of metaverse and cybersecurity in the digital era," Int. J. Comput. Sci. Res., vol. 7, pp. 1125–1132, 2023, doi: 10.25147/ijcsr.2017.001.1.100. DOI: https://doi.org/10.25147/ijcsr.2017.001.1.122
[3] B. B. S. Rawal, S. Ahmad, A. Mentges, and S. Fadli, "Opportunities and challenges in metaverse the rise of digital universe," in Proc. Int. Conf. Metaverse (METAVERSE '22), Cham, Switzerland: Springer Nature, 2023, pp. 3–17, doi: 10.1007/978-3-031-25540-0_1. DOI: https://doi.org/10.1007/978-3-031-23518-4_1
[4] A. Vernaza, V. I. Armuelles, and I. Ruiz, "Towards an open and interoperable virtual learning environment using Metaverse at University of Panama," in Proc. 2012 Technol. Appl. Electron. Teaching Conf. (TAEE '12), 2012, pp. 320–325, doi: 10.1109/TAEE.2012.6235477. DOI: https://doi.org/10.1109/TAEE.2012.6235458
[5] J. Kemp and D. Livingstone, "Putting a Second Life 'metaverse' skin on learning management systems," in Proc. Second Life Educ. Workshop Second Life Community Convention (SLCC '06), University of Paisley, 2006.
[6] S. Lim and H. Byun, "Development of learning analysis framework on metaverse," J. Korea Converg. Soc., vol. 13, no. 6, pp. 1–8, Jun. 2022, doi: 10.15207/JKCS.2022.13.06.001.
[7] M. Ball, The Metaverse: And How It Will Revolutionize Everything. New York, NY, USA: Liveright Publishing, 2022.
[8] S. Mystakidis, "Metaverse," Encyclopedia, vol. 2, no. 1, pp. 486–497, 2022, doi: 10.3390/encyclopedia2010031. DOI: https://doi.org/10.3390/encyclopedia2010031
[9] H.-R. Duan et al., "Metaverse for social good: A university campus prototype," in Proc. 29th ACM Int. Conf. Multimedia (MM '21), New York, NY, USA: Assoc. Comput. Mach., 2021, pp. 153–161, doi: 10.1145/3474085.3475323. DOI: https://doi.org/10.1145/3474085.3479238
[10] L.-H. Lee et al., "When creators meet the metaverse: A survey on computational arts," 2021, arXiv:2111.13486. [Online]. Available: https://arxiv.org/abs/2111.13486
[11] McKinsey & Company, "Value creation in the metaverse," June 2022. [Online]. Available: https://www.mckinsey.com/capabilities/growth-marketing-and-sales/our-insights/value-creation-in-the-metaverse. [Accessed: July. 24, 2025].
[12] A. Tlili et al., "Is Metaverse in education a blessing or a curse: A combined content and bibliometric analysis," Smart Learn. Environ., vol. 9, no. 1, pp. 1–31, Dec. 2022, doi: 10.1186/s40561-022-00205-z. DOI: https://doi.org/10.1186/s40561-022-00205-x
[13] T. Kurabayashi et al., "Low birth weight and prematurity are associated with hypertensive disorder of pregnancy in later life: A cross-sectional study in Japan," Amer. J. Perinatol., vol. 38, no. 10, pp. 1096–1102, Sep. 2021, doi: 10.1055/s-0039-3402747. DOI: https://doi.org/10.1055/s-0040-1705134
[14] P. A. Rospigliosi, "Metaverse or simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work," Interact. Learn. Environ., vol. 30, no. 1, pp. 1–3, 2022, doi: 10.1080/10494820.2022.2022899. DOI: https://doi.org/10.1080/10494820.2022.2022899
[15] S.-M. Park and Y.-G. Kim, "A metaverse: Taxonomy, components, applications, and open challenges," IEEE Access, vol. 10, pp. 4209–4251, Jan. 2022, doi: 10.1109/ACCESS.2021.3140175. DOI: https://doi.org/10.1109/ACCESS.2021.3140175
[16] J. D. N. Dionisio, W. G. Burns III, and R. Gilbert, "3D virtual worlds and the metaverse: Current status and future possibilities," ACM Comput. Surv., vol. 45, no. 3, Jun. 2013, Art. no. 36, doi: 10.1145/2480741.2480751. DOI: https://doi.org/10.1145/2480741.2480751
[17] K. M. Kapp, The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Francisco, CA, USA: John Wiley & Sons, 2012. DOI: https://doi.org/10.1145/2207270.2211316
[18] S. Tayal, K. Rajagopal, and V. Mahajan, "Virtual reality based metaverse of gamification," in Proc. 6th Int. Conf. Comput. Methodologies Commun. (ICCMC '22), Erode, India, Mar. 2022, pp. 1597–1604, doi: 10.1109/ICCMC53473.2022.9753934. DOI: https://doi.org/10.1109/ICCMC53470.2022.9753727
[19] J. Thomason, "MetaHealth: How will the metaverse change health care?," J. Metaverse, vol. 1, no. 1, pp. 13–16, Dec. 2021, doi: 10.57019/jmv.1126135. DOI: https://doi.org/10.57019/jmv.1126135
[20] C. Poondej and T. Lerdpornkulrat, "Gamification in e-learning: A Moodle implementation and its effect on student engagement and performance," Interact. Technol. Smart Educ., vol. 17, no. 1, pp. 56–66, Feb. 2020, doi: 10.1108/ITSE-07-2019-0032. DOI: https://doi.org/10.1108/ITSE-06-2019-0030
[21] F. I. Rosyadi and M. U. Ilmi, "E-Learning: An implementation for Arabic learning during the Covid-19 Pandemic," ALSUNIYAT: J. Penelit. Bhs. Sastra Dan Budaya Arab, vol. 4, no. 1, pp. 47–57, Jun. 2021, doi: 10.17509/alsuniyat.v4i1.35384. DOI: https://doi.org/10.17509/alsuniyat.v4i1.32259
[22] A. Kumi-Yeboah, "Designing a cross-cultural collaborative online learning framework for online instructors," Online Learn., vol. 22, no. 4, pp. 181–201, Dec. 2018, doi: 10.24059/olj.v22i4.1271. DOI: https://doi.org/10.24059/olj.v22i4.1520
[23] P. Timonen and H. Ruokamo, "Designing a preliminary model of coaching pedagogy for synchronous collaborative online learning," J. Pac. Rim Psychol., vol. 15, pp. 1–14, Feb. 2021, doi: 10.1177/1834490921991430. DOI: https://doi.org/10.1177/1834490921991430
[24] S. Deterding, D. Dixon, R. Khaled, and L. E. Nacke, "From game design elements to gamefulness: Defining 'gamification'," in Proc. 15th Int. Acad. MindTrek Conf. Envisioning Future Media Environ. (MindTrek '11), New York, NY, USA, 2011, pp. 9–15, doi: 10.1145/2181037.2181040.
[25] J. P. Gee, "What video games have to teach us about learning and literacy," Comput. Entertainment (CIE), vol. 1, no. 1, Oct. 2003, Art. no. 20, doi: 10.1145/950566.950595. DOI: https://doi.org/10.1145/950566.950595
[26] K. Werbach and D. Hunter, For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia, PA, USA: Wharton Digital Press, 2012.
[27] T. W. Kim and K. Werbach, "More than just a game: Ethical issues in gamification," Ethic. Inf. Technol., vol. 18, no. 2, pp. 157–173, Jun. 2016, doi: 10.1007/s10676-016-9401-5. DOI: https://doi.org/10.1007/s10676-016-9401-5
[28] S. Deterding, D. Dixon, R. Khaled, and L. Nacke, "From game design elements to gamefulness: Defining 'gamification'," in Proc. 15th Int. Acad. MindTrek Conf. Envisioning Future Media Environ. (MindTrek '11), New York, NY, USA: Assoc. Comput. Mach., 2011, pp. 9–15, doi: 10.1145/2181037.2181040. DOI: https://doi.org/10.1145/2181037.2181040
[29] M. Urh, G. Vukovic, and E. Jereb, "The model for introduction of gamification into e-learning in higher education," Procedia - Soc. Behav. Sci., vol. 197, pp. 388–397, Jul. 2015, doi: 10.1016/j.sbspro.2015.07.154. DOI: https://doi.org/10.1016/j.sbspro.2015.07.154
[30] D. Strmecki, A. Bernik, and D. Radosevic, "Gamification in E-Learning: Introducing gamified design elements into e-learning systems," J. Comput. Sci., vol. 11, no. 12, pp. 1108–1117, 2015, doi: 10.3844/jcssp.2015.1108.1117. DOI: https://doi.org/10.3844/jcssp.2015.1108.1117
[31] S. J. McGriff, "Instructional systems," College of Education, Penn State Univ., University Park, PA, USA, 2000.
[32] C. Promwong, "Testing the effectiveness of instructional media or teaching packages," Silpakorn Educ. Res. J., vol. 5, no. 1, pp. 7–20, 2013.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Nattasit Chaisaard, Songlak Sakulwichitsintu

This work is licensed under a Creative Commons Attribution 4.0 International License.

