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In terms of learning scenarios, there have been very few studies focusing on mobile learning, hybrid learning, and micro learning. The findings also show that the design of Metaverse in education has evolved over generations, where generation Z is more targeted with artificial intelligence technologies compared to generation X or Y. The obtained findings reveal the research gap in lifelogging applications in educational Metaverse. It then applies both content and bibliometric analysis to reveal the research trends, focus, and limitations of this research topic. To cover this gap, this study conducts a systematic literature review of the Metaverse in education. While several studies conducted literature reviews to summarize the findings related to the Metaverse in general, no study to the best of our knowledge focused on systematically summarizing the finding related to the Metaverse in education. This field got renewed interest with the announcement of social media giant Facebook as it rebranding and positioning it as Meta. The Metaverse has been the centre of attraction for educationists for quite some time. The future for shared VR and AR is summarized. All these new opportu- nities of “being concurrently here and elsewhere” with mobile phones, just a click away, are encapsulated in Pokémon Go. Tourists have become accustomed to utilizing AR and GPS navigation in the places they visit. Internet gaming using AR has become a “national sport” and the most popular leisure activity for young people in some countries. Virtual 3D cities were implemented in Google StreetView which brought together augmented reality (AR) and a global positioning system (GPS) in mobile devices. However only a small fraction of the billions of Internet browsing users were involved in virtual 3D living-and these were mostly content creators. was exploring how useful their very own networked virtual world “PlayStation Home” could be. For many years, Sony Computer Entertainment Inc. Second Life had a major impact on the field as the countries were opening their embassies there, and international corporations used to set up their offices for interviewing job appli- cants.
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New development tools, new businesses, and new psy- chological, ethical, and judicial problems had arrived. The beginning of the new Millennium saw a start to many new developments and paradigms ranging from massively multiplayer online role-playing games (MMORPG) to serious networked gaming and simply living in virtual reality. Thousands of virtual citizens populated CyberTown-a 3D online community developed in VRML language and the Blaxxun collaborative platform. Academia has capitalized on these new horizons for education by setting up virtual campuses in Active Worlds-online shared virtual worlds based on the Renderware rendering engine. Extensions of the hypertext mark-up language (HTML) to immersive 3D graphics were proposed by several vendors and research groups that eventually materialized into what we know now as Extensible 3D (X3D) and its predecessor Virtual Reality Modeling Language (VRML). Constructing the first shared virtual worlds began in the last decade of the twentieth century when the Internet became ubiquitous. They were predicted by many novelists as well as envisaged in blockbuster movies at the start of the computer era. The origin of shared virtual worlds is summarized.
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