Assessment of virtual reality and metaverse applications in higher education

Joskowicz, José - González, Fabricio - Urrestarazú, Inés - Tafernaberry, Lucia

Resumen:

This paper examines the use and effectiveness of consumer-grade Virtual Reality (VR) technology in traditional university courses. At the School of Economics, Universidad de la Republica in Uruguay, students were divided into four groups : in-person, standard video conferencing, VR with avatars in a metaverse classroom, and remote participation in the metaverse. The study assessed various Quality of Experience (QoE) factors for students and professors, such as audiovisual quality, comfort, immersion, fatigue, and cognitive load. Findings reveal that VR promotes high student satisfaction, motivation, and interaction, reaching levels similar to in-person classes. However, issues like technical difficulties and discomfort with extended VR use were noted. The paper discusses the broader potential of VR for non-STEM higher education and offers recommendations for future implementation of immersive technologies.

Detalles Bibliográficos
2026
Este trabajo contó con el apoyo financiero de la Comisión Sectorial de Enseñanza (CSE), UdelaR y del Instituto de Estadística de la Facultad de Ciencias Económicas y de Administración, UdelaR.
Virtual Reality (VR)
Higher Education
Immersive Learning Environments
Quality of Experience (QoE)
Metaverse Classroom
Education
Metaverse
Avatars
Videoconferences
Reviews
Usability
Three-dimensional displays
Videos
Video conferencing
Inglés
Universidad de la República
COLIBRI
https://hdl.handle.net/20.500.12008/53771
Acceso abierto
Licencia Creative Commons Atribución - No Comercial - Sin Derivadas (CC - By-NC-ND 4.0)
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author Joskowicz, José
author2 González, Fabricio
Urrestarazú, Inés
Tafernaberry, Lucia
author2_role author
author
author
author_facet Joskowicz, José
González, Fabricio
Urrestarazú, Inés
Tafernaberry, Lucia
author_role author
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collection COLIBRI
dc.contributor.filiacion.none.fl_str_mv Joskowicz José, Universidad de la República (Uruguay). Facultad de Ingeniería.
González Fabricio, Quantik, Uruguay
Urrestarazú Inés, Universidad de la República (Uruguay).
Tafernaberry Lucia, Universidad de la República (Uruguay).
dc.coverage.spatial.es.fl_str_mv Facultad de Ciencias Económicas y de Administración, Universidad de la República, Uruguay
dc.creator.none.fl_str_mv Joskowicz, José
González, Fabricio
Urrestarazú, Inés
Tafernaberry, Lucia
dc.date.accessioned.none.fl_str_mv 2026-03-09T16:56:35Z
dc.date.available.none.fl_str_mv 2026-03-09T16:56:35Z
dc.date.issued.none.fl_str_mv 2026
dc.description.abstract.none.fl_txt_mv This paper examines the use and effectiveness of consumer-grade Virtual Reality (VR) technology in traditional university courses. At the School of Economics, Universidad de la Republica in Uruguay, students were divided into four groups : in-person, standard video conferencing, VR with avatars in a metaverse classroom, and remote participation in the metaverse. The study assessed various Quality of Experience (QoE) factors for students and professors, such as audiovisual quality, comfort, immersion, fatigue, and cognitive load. Findings reveal that VR promotes high student satisfaction, motivation, and interaction, reaching levels similar to in-person classes. However, issues like technical difficulties and discomfort with extended VR use were noted. The paper discusses the broader potential of VR for non-STEM higher education and offers recommendations for future implementation of immersive technologies.
dc.description.sponsorship.none.fl_txt_mv Este trabajo contó con el apoyo financiero de la Comisión Sectorial de Enseñanza (CSE), UdelaR y del Instituto de Estadística de la Facultad de Ciencias Económicas y de Administración, UdelaR.
dc.format.extent.es.fl_str_mv 11 p.
dc.format.mimetype.es.fl_str_mv application/pdf
dc.identifier.citation.es.fl_str_mv Joskowicz, J., González, F., Urrestarazú, I. y otros. "Assessment of virtual reality and metaverse applications in higher education". IEEE Latin America Transactions. [en línea]. 2026, vol. 24, no 3, pp 269-279. DOI: 10.1109/TLA.2026.11421168.
dc.identifier.doi.none.fl_str_mv 10.1109/TLA.2026.11421168
dc.identifier.uri.none.fl_str_mv https://hdl.handle.net/20.500.12008/53771
dc.language.iso.none.fl_str_mv en
eng
dc.publisher.es.fl_str_mv IEEE
dc.relation.none.fl_str_mv IEEE Latin America Transactions, vol. 24, no. 3, mar 2026, pp. 269-279.
dc.rights.license.none.fl_str_mv Licencia Creative Commons Atribución - No Comercial - Sin Derivadas (CC - By-NC-ND 4.0)
dc.rights.none.fl_str_mv info:eu-repo/semantics/openAccess
dc.source.none.fl_str_mv reponame:COLIBRI
instname:Universidad de la República
instacron:Universidad de la República
dc.subject.es.fl_str_mv Virtual Reality (VR)
Higher Education
Immersive Learning Environments
Quality of Experience (QoE)
Metaverse Classroom
Education
Metaverse
Avatars
Videoconferences
Reviews
Usability
Three-dimensional displays
Videos
Video conferencing
dc.title.none.fl_str_mv Assessment of virtual reality and metaverse applications in higher education
dc.type.es.fl_str_mv Artículo
dc.type.none.fl_str_mv info:eu-repo/semantics/article
dc.type.version.none.fl_str_mv info:eu-repo/semantics/publishedVersion
description This paper examines the use and effectiveness of consumer-grade Virtual Reality (VR) technology in traditional university courses. At the School of Economics, Universidad de la Republica in Uruguay, students were divided into four groups : in-person, standard video conferencing, VR with avatars in a metaverse classroom, and remote participation in the metaverse. The study assessed various Quality of Experience (QoE) factors for students and professors, such as audiovisual quality, comfort, immersion, fatigue, and cognitive load. Findings reveal that VR promotes high student satisfaction, motivation, and interaction, reaching levels similar to in-person classes. However, issues like technical difficulties and discomfort with extended VR use were noted. The paper discusses the broader potential of VR for non-STEM higher education and offers recommendations for future implementation of immersive technologies.
eu_rights_str_mv openAccess
format article
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identifier_str_mv Joskowicz, J., González, F., Urrestarazú, I. y otros. "Assessment of virtual reality and metaverse applications in higher education". IEEE Latin America Transactions. [en línea]. 2026, vol. 24, no 3, pp 269-279. DOI: 10.1109/TLA.2026.11421168.
10.1109/TLA.2026.11421168
instacron_str Universidad de la República
institution Universidad de la República
instname_str Universidad de la República
language eng
language_invalid_str_mv en
network_acronym_str COLIBRI
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publishDate 2026
reponame_str COLIBRI
repository.mail.fl_str_mv karina.camps@seciu.edu.uy
repository.name.fl_str_mv COLIBRI - Universidad de la República
repository_id_str 4771
rights_invalid_str_mv Licencia Creative Commons Atribución - No Comercial - Sin Derivadas (CC - By-NC-ND 4.0)
spelling Joskowicz José, Universidad de la República (Uruguay). Facultad de Ingeniería.González Fabricio, Quantik, UruguayUrrestarazú Inés, Universidad de la República (Uruguay).Tafernaberry Lucia, Universidad de la República (Uruguay).Facultad de Ciencias Económicas y de Administración, Universidad de la República, Uruguay2026-03-09T16:56:35Z2026-03-09T16:56:35Z2026Joskowicz, J., González, F., Urrestarazú, I. y otros. "Assessment of virtual reality and metaverse applications in higher education". IEEE Latin America Transactions. [en línea]. 2026, vol. 24, no 3, pp 269-279. DOI: 10.1109/TLA.2026.11421168.https://hdl.handle.net/20.500.12008/5377110.1109/TLA.2026.11421168This paper examines the use and effectiveness of consumer-grade Virtual Reality (VR) technology in traditional university courses. At the School of Economics, Universidad de la Republica in Uruguay, students were divided into four groups : in-person, standard video conferencing, VR with avatars in a metaverse classroom, and remote participation in the metaverse. The study assessed various Quality of Experience (QoE) factors for students and professors, such as audiovisual quality, comfort, immersion, fatigue, and cognitive load. Findings reveal that VR promotes high student satisfaction, motivation, and interaction, reaching levels similar to in-person classes. However, issues like technical difficulties and discomfort with extended VR use were noted. The paper discusses the broader potential of VR for non-STEM higher education and offers recommendations for future implementation of immersive technologies.Submitted by Ribeiro Jorge (jribeiro@fing.edu.uy) on 2026-03-09T04:17:51Z No. of bitstreams: 2 license_rdf: 27293 bytes, checksum: d62648cf14c1e37917d392ac87012955 (MD5) JGUT26.pdf: 608883 bytes, checksum: 8cf06c63e513168a6bf8d936c99bc0e1 (MD5)Approved for entry into archive by Machado Jimena (jmachado@fing.edu.uy) on 2026-03-09T16:54:50Z (GMT) No. of bitstreams: 2 license_rdf: 27293 bytes, checksum: d62648cf14c1e37917d392ac87012955 (MD5) JGUT26.pdf: 608883 bytes, checksum: 8cf06c63e513168a6bf8d936c99bc0e1 (MD5)Made available in DSpace by Luna Fabiana (fabiana.luna@seciu.edu.uy) on 2026-03-09T16:56:35Z (GMT). No. of bitstreams: 2 license_rdf: 27293 bytes, checksum: d62648cf14c1e37917d392ac87012955 (MD5) JGUT26.pdf: 608883 bytes, checksum: 8cf06c63e513168a6bf8d936c99bc0e1 (MD5) Previous issue date: 2026Este trabajo contó con el apoyo financiero de la Comisión Sectorial de Enseñanza (CSE), UdelaR y del Instituto de Estadística de la Facultad de Ciencias Económicas y de Administración, UdelaR.11 p.application/pdfenengIEEEIEEE Latin America Transactions, vol. 24, no. 3, mar 2026, pp. 269-279.Las obras depositadas en el Repositorio se rigen por la Ordenanza de los Derechos de la Propiedad Intelectual de la Universidad de la República.(Res. Nº 91 de C.D.C. de 8/III/1994 – D.O. 7/IV/1994) y por la Ordenanza del Repositorio Abierto de la Universidad de la República (Res. 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- Universidad de la Repúblicafalse
spellingShingle Assessment of virtual reality and metaverse applications in higher education
Joskowicz, José
Virtual Reality (VR)
Higher Education
Immersive Learning Environments
Quality of Experience (QoE)
Metaverse Classroom
Education
Metaverse
Avatars
Videoconferences
Reviews
Usability
Three-dimensional displays
Videos
Video conferencing
status_str publishedVersion
title Assessment of virtual reality and metaverse applications in higher education
title_full Assessment of virtual reality and metaverse applications in higher education
title_fullStr Assessment of virtual reality and metaverse applications in higher education
title_full_unstemmed Assessment of virtual reality and metaverse applications in higher education
title_short Assessment of virtual reality and metaverse applications in higher education
title_sort Assessment of virtual reality and metaverse applications in higher education
topic Virtual Reality (VR)
Higher Education
Immersive Learning Environments
Quality of Experience (QoE)
Metaverse Classroom
Education
Metaverse
Avatars
Videoconferences
Reviews
Usability
Three-dimensional displays
Videos
Video conferencing
url https://hdl.handle.net/20.500.12008/53771