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IJIET 2025 Vol.15(1): 70-79
doi: 10.18178/ijiet.2025.15.1.2219

Personal Competence Formation in Education: The Effectiveness of the Development and Use of Gamified Learning Based on the Metaverse

Khaleel Al-Said1,*, Edita Margarian2, and Valentina Spichak3
1. Department of Educational Technology, Middle East University, Amman, Jordan
2. Department of Therapeutic Dentistry, Sechenov First Moscow State Medical University, Moscow, Russia
3. Institute of Linguistics and Intrcultural Communication, Sechenov First Moscow State Medical University, Moscow, Russia
Email: khalsaid@gmx.com (K.A.-S.); margarian946@gmx.com (E.M.); spichak_v@gmx.com (V.S.)
*Corresponding author

Manuscript received January 25, 2024; revised February 25, 2024; accepted August 13, 2024; published January 13, 2025

Abstract—This research aims to evaluate the effectiveness of the educational method in the formation of student personal competence. The study also identifies differences in perception between students from megacities and regions of China and Russia. The authors analysed the students’ experience and knowledge in the field of gamification in the metaverse, as well as their perception of the metaverse as an educational tool. Accordingly, the research method is a survey based on the questionnaire “The Effectiveness of Using Virtual Video Metaverse-Based Games in Education” developed by the authors. The results of the study showed that more than half of the students rated the method of using virtual video games in the educational process as effective (45%) or very effective (35%). A correlational analysis and linear regression were conducted to assess the relationship between students’ satisfaction levels with the use of virtual video games in education and their perception of the effectiveness of this teaching method. Data were analyzed using a standard significance level of p < 0.05 to determine statistical significance. A high positive correlation was found between students’ satisfaction levels and their perception of the effectiveness of using virtual video games in education. The study also revealed that by using gamified learning in the educational process, students develop a variety of skills and gain new knowledge (46%). The results of this study suggest a high potential for the use of gamified learning (video games) in modern education. It is crucial to understand this potential and differences in perception between students from different regions to develop more effective educational programs based on socio-economic factors and increasingly available educational resources. The findings also necessitate further efforts in developing strategies to deal with barriers and limitations. There is an urgent need to optimize the use of metaverses in education according to local socio-cultural characteristics.

Keywords—gamified learning, gamification, immersive education, metaverse, video games, virtual reality

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Cite: Khaleel Al-Said, Edita Margarian, and Valentina Spichak, "Personal Competence Formation in Education: The Effectiveness of the Development and Use of Gamified Learning Based on the Metaverse," International Journal of Information and Education Technology, vol. 15, no. 1, pp. 70-79, 2025.


Copyright © 2025 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. Jon-Chao Hong
  • Managing Editor: Ms. Nancy Y. Liu
  • E-mail: editor@ijiet.org
  • Abstracting/ Indexing: Scopus (CiteScore 2023: 2.8), INSPEC (IET), UGC-CARE List (India), CNKI, EBSCO, Google Scholar
  • Article Processing Charge: 800 USD

 

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