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https://www.um.edu.mt/library/oar/handle/123456789/146877| Title: | Developing an immersive learning environment for engineering education and re-skilling, using metaverse technologies |
| Authors: | Bezzina, Andrea (2026) |
| Keywords: | Engineering -- Study and teaching (Higher) -- Malta Virtual reality in education -- Malta Metaverse -- Educational applications -- Malta |
| Issue Date: | 2026 |
| Citation: | Bezzina, A. (2026). Developing an immersive learning environment for engineering education and re-skilling, using metaverse technologies (Master's dissertation). |
| Abstract: | Industry 4.0 and 5.0 demand engineers with higher-order competencies, that can be difficult to cultivate through traditional lecture-based instruction alone. Immersive technologies offer potential solutions, yet existing research has focused on single-user applications, leaving collaborative metaverse affordances relatively underexplored. The absence of structured frameworks for developing metaverse educational environments further hinders adoption. This thesis investigates metaverse-based learning environments for educational outcomes within manufacturing. The research addresses three gaps: the lack of structured frameworks, the limited exploration of how immersive technologies can support learning of complex interdependent concepts, and the underutilisation of multi-user collaborative affordances. The MITE (Metaverse Immersive Training Environment) framework was developed, integrating Design Thinking with educational models including TPACK, Constructive Alignment, and the 5E instructional model. The framework was validated through a proof-of-concept prototype targeting Quality Assurance and Process Layout Optimisation. These topics exemplify the interconnected nature of modern manufacturing yet are typically taught in isolation. The prototype integrates both disciplines within a collaborative virtual manufacturing environment, enabling realtime collaboration with complex scenarios. A comparative evaluation study compared Learning Outcomes (LOs) between those receiving the metaverse experience and traditional instruction alone. Results indicated that the metaverse group outperformed the traditional group across all measures: mean knowledge scores of 44.69 compared to 41.04 out of 60, greater confidence gains, and completion rates of 84% compared to 63%. The effect size of 0.44 exceeds the average effect of educational interventions, representing a practically significant improvement in LOs and engagement. This research contributes a replicable framework for developing metaverse-based learning environments, empirical evidence supporting immersive collaborative learning for complex engineering topics, and demonstrates the value of multi-user metaverse over single-user VR in developing teamwork and systems thinking competencies demanded by Industry 4.0 and 5.0. |
| Description: | M.Sc.(Melit.) |
| URI: | https://www.um.edu.mt/library/oar/handle/123456789/146877 |
| Appears in Collections: | Dissertations - FacEng - 2026 |
Files in This Item:
| File | Description | Size | Format | |
|---|---|---|---|---|
| 2619ENRENR502005068934_1.PDF | 8.14 MB | Adobe PDF | View/Open |
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