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IJIET 2023 Vol.13(12): 1879-1889
doi: 10.18178/ijiet.2023.13.12.2001

Metaverse Learning Experience Platform (MLXP) for Immersive Design Thinking to Enhance Digital Intelligence Quotient and Virtual Game Developer Skills

N. Wannapiroon, S. Shawarangkoon, C. Chawarangkoon*, A. Kucharoenthavorn, and P. Wannapiroon

Manuscript received April 8, 2023; revised June 27, 2023; accepted July 21, 2023.

Abstract—A Metaverse Learning Experience Platform (MLXP) is needed to enhance undergraduate students' creative innovation and professional advancement in multimedia technology and gaming business. This learning aid utilizes immersive design thinking methodology, transforming classroom teaching, connecting teachers and students, and enhancing learning outcomes. This study aims to develop a MLXP for immersive design thinking to enhance the digital intelligence quotient and virtual game developer skills. The research methodology involved three phases: developing the MLXP, developing the immersive design thinking process, and evaluating the skills. The sample group consisted of 36 undergraduate students from the Faculty of Science and Technology at Rajamangala University of Technology Suvarnabhumi, who were enrolled in a game design and game development course from academic year 2022. The research instruments consisted of MLXP, immersive design thinking lesson plan, Digital Intelligence Quotient (DQ) and virtual game developer skills assessment form. The MLXP consisted of 14 components, including a Metaverse Learning management system, metaverse content management system, metaverse content delivery system, metaverse personalized learning tools, analytics and reporting tools, assessment and evaluation tools, immersive collaboration tools, immersive virtual learning space, online self-paced learning space, immersive virtual meeting space, immersive virtual co-working space, immersive virtual presentation space, immersive virtual exhibition space, and immersive virtual portfolio space. The immersive design thinking process on the MLXP involved six steps: empathize, define, ideate, prototype, test, and share. The MLXP and learning process were found to be appropriate at an excellent level, and undergraduate students studying using the MLXP demonstrated excellent digital intelligence quotient and game developer skills.

Index Terms—Metaverse, learning platform, design thinking, digital intelligence quotient, virtual game developer

N. Wannapiroon, S. Shawarangkoon, C. Chawarangkoon, and A. Kucharoenthavorn are with the Faculty of Science and Technology, Rajamangala University of Technology Suvarnabhumi, Phranakhon Si Ayutthaya, Thailand.
P. Wannapiroon is with Division of Information and Communication Technology for Education, Faculty of Technical Education, King Mongkut‘s University of Technology North Bangkok (KMUTNB), Thailand.
*Correspondence: chatchada.c@rmutsb.ac.th (C.C.)

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Cite: N. Wannapiroon, S. Shawarangkoon, C. Chawarangkoon*, A. Kucharoenthavorn, and P. Wannapiroon, "Metaverse Learning Experience Platform (MLXP) for Immersive Design Thinking to Enhance Digital Intelligence Quotient and Virtual Game Developer Skills," International Journal of Information and Education Technology vol. 13, no. 12, pp. 1879-1889, 2023.

Copyright © 2023 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

General Information

  • ISSN: 2010-3689 (Online)
  • Abbreviated Title: Int. J. Inf. Educ. Technol.
  • Frequency: Monthly
  • DOI: 10.18178/IJIET
  • Editor-in-Chief: Prof. Dr. Steve Thatcher
  • Managing Editor: Ms. Nancy Y. Liu
  • Abstracting/ Indexing: Scopus (CiteScore 2022: 2.0), INSPEC (IET), UGC-CARE List (India), CNKI, EBSCO, Google Scholar
  • E-mail: ijiet@ejournal.net

 

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