The Metaverse Will Not Transform Education

Meta’s own examples show why.

Kyle Clements
5 min readDec 9, 2021

If you believe Mark Zuckerburg, the future of society is a blend of virtual-reality (VR) and augmented reality (AR) experiences that will redefine the ways we interact. He claims this “Metaverse” will be the next evolution in entertainment, gaming, exercise, work, commerce, and education.

Mark Zuckerberg picks an outfit for his Metaverse Avatar.

As I’ve explained previously, technology does not improve learning. Effective pedagogy does. When Facebook (now Meta) explained their plans to build a Metaverse, they provided several specific examples worth considering as we evaluate the actual impact this technology may have on education

In reviewing these examples, we’ll follow Meta’s lead in assuming a future state where the usability and affordability of this technology is no longer a barrier.

You can watch the 5 minute segment on education by Marne Levine, Chief Business Officer at Meta, here.

“In the Metaverse, Learning won’t feel anything like the way we’ve learned before.” — Marne Levine

Example 1: AR Solar System

Screenshot of Meta’s AR Solar System concept.

“What if you could learn about anything in the world just by bringing it closer to you?” — Marne Levine

Meta’s first example demonstrates they clearly do not plan to upend all educational norms — a young woman asks her grandmother: “I have to write this paper, will you help me?” The pair then launches an AR view of the solar system from their back porch.

My Thoughts

Pedagogically, nothing new is happening. As hundreds of media comparison studies have confirmed, altering the medium by which the same information is delivered has little to no impact on retention.

Instead of representing concepts that are easy to communicate with existing technology, the designers of this experience should consider utilizing the unique affordances of AR.

For example, popular knowledge of astronomy is plagued by misconceptions due to oversimplified models. Representing scale accurately on a screen is particularly challenging. With AR, however, celestial objects could be displayed stretching across the entire night sky.

This may not help students write a paper, but at least we’re using AR to communicate something we couldn’t without it.

Example 2: VR Time Machine

Screenshot of Meta’s VR Ancient Rome concept.

“…Imagine standing on the streets, hearing the sounds, visiting the markets, to get a sense of the rhythm of life over 2000 years ago.” — Marne Levine

My Thoughts

When we hear Virtual Reality, this example is what we envision. My first experience trying on a VR headset teleported me to ancient Jerusalem. It was incredible!

A couple weeks later, my brother invited me over to try his VR headset. After nearly an hour defending myself from killer robots, VR Jerusalem had lost its appeal. Educational videos face the same dilemma competing with popular YouTubers.

The initial awe of VR may be enough to sway investors, but relying on the technology itself to keep students engaged is not sustainable.

If VR is going to have an impact on education, designers need to tailor its use to specific concepts VR is well suited to teach…or try competing with video games for the best production quality.

Example 3: VR Surgery

Screenshot of Osso VR’s surgery experience.

“You can learn new techniques in surgery, practicing until you get it right” — Marne Levine

My Thoughts

“Flight simulators” began to be used by the United States military as early as World War I. Simulators (1) replicate the actual experience enough to provide meaningful practice, (2) cost much less, and (3) are much safer than actually piloting an airplane.

Practicing open heart surgery via VR checks those same boxes.

Practicing work as a Walmart cashier does not. Even on Black Friday.

Walmart Associate trying on a one of 17,000 employee training headsets shipped to Walmart stores.

“Starting next month, VR training will begin its launch across the country...” — Walmart

The Walmart example is not from Meta’s presentation, but it represents a concept we are going to see misapplied again and again as VR takes off.

Practice is what makes learning occur, not the technology.

Becoming an effective cashier requires hard work and great soft skills, but there are plenty of ways to provide employees meaningful practice that don’t involve strapping a screen to their face.

Example 4: VR David Attenborough

Screenshot of Meta’s VR Nature documentary.

“Swim through the great barrier reef. Get a close up look at insects with your instructor David Attenborough.” — Marne Levine

My Thoughts

Ed Catmull, co-founder of Pixar and President of Walt Disney Animation, is a notable VR skeptic. “It’s not storytelling. People have been trying to do [virtual reality] storytelling for 40 years. They haven’t succeeded.”

Effective instruction is like storytelling. Doing it well involves directing attention to the right things at the right time. VR isn’t good at that. If your entire VR experience requires looking where an instructor directs you, why not use video?

Instead of direct instruction, VR designers could explore prompting collaborative discussion. VR headsets can provide each user a unique perspective. In her book, Mathematical Mindsets, Jo Boaler recommends allowing students to create their own math questions to solve by providing loosely structured object lessons. For example, by providing students beads, dice, etc. from which they identify questions they want to answer.

I could see VR being used in a similar way to kick off discussions about math, history, science, etc. The trick will be convincing me you couldn’t do the same thing with a $100 Chromebook.

Conclusion

Major hurdles stand in the way of making the Metaverse possible. Significant barriers include usability, affordability, and accessibility. The impact of the Metaverse on formal education will be further constrained as most education systems do not prioritize the kinds of experiences VR works best for.

The most likely impact VR/AR will have on learning is solving specific challenges the affordances of this technology is suited for.

The hype surrounding this technology will inevitably lead to extreme waste. Millions of dollars will be spent funding poorly thought-out research, getting the “best" technology in every classroom, and prioritizing cool user experiences over student learning.

Noting the above skepticism, it is worth recognizing this technology is coming. The potential entertainment value alone practically guarantees it. So let’s remember my favorite quote from Richard Culatta:

“If we are not careful…we will have a complete digital replica of the traditional practices that are not working today. And we will have everything that we have now, it will just be on a screen instead of on paper. And it will be just as ineffective. And it will cost a whole lot of money...”

Let’s not do that.

--

--