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Oral Presentation:

- title of journal : intech open

- year of publication : 2022

- title of article: the metaverse an alternative education space

- number of authors: 1 sharon mistretta

- place of work: johns Hopkins university school of education Baltimore maryland


intro : 1st page

- 1 opening: During the worldwide abrupt pivot to online teaching and learning in March of 2020,
students, parents, teachers, and administrators reluctantly jumped into a “safety net” of online teaching
and learning mandated by a society in lockdown.

- 2 context (circumstances that led to writing about the topic): The viral contagion at hand, Covid-19,
caused global morbidity and mortality to those in proximity with infected individuals. The Latin root of
the word contagion hails from contagio meaning “from touch.” Touching and breathing in the same
physical space as others became deadly, necessitating a worldwide quarantine.

- 3 significance (why is it imp. for us to write about this topic): The education community scrambled to
enact video-based platforms such as Zoom, Microsoft Teams, and Google Meet to retrofit the classroom
into a business-meeting paradigm for students and teachers sequestered at home.

- 4 organization of ideas: no organization

- 5 research question (thesis): The default to solely online content delivery sought to substitute, but
could never replace, the collaborative teaching and learning embraced by educators with their students.

• The “why” of learning aligns with the affective networks to engage, challenge, and motivate.

• The “what” of learning aligns with the recognition networks by perceiving information in the
environment through multiple senses.

• The “how” of learning aligns with the strategic networks to plan and perform tasks to exhibit
understanding.

body

- synthesis of idea 1 (idea 1... its limitations...): the use of online meeting platforms such as zoom and
google meet to create a learning environment.

Limitation: not being in the same physical space as the students limits the ability of teachers to keep the
students focused on their learning tasks

- synthesis of idea 2 ( // 2... // ): the use of virtual worlds such as Minecraft and roblox to create learning
environments for students

Limitation: the Metaverse merits examination as a space where teachers and students can co-exist in a
hybrid approach to teaching and learning
conclusion

- research question rephrased

- where this research is taking us: The remainder of this paper defines and examines the Metaverse as a
virtual environment that the education community can harness as a component of teaching and
learning. Universal Design for Learning (UDL) serves as the framework of this paper to draw connections
between teaching and learning with the Metaverse. The following UDL paradigms (see figure 1) align
with the networks of the human brain that support learning:

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