In 2024, I co-published a monograph on the metaverse and higher education with Palgrave Macmillan, systematically mapping the practice and theoretical framework of immersive technologies in global higher education.[1] This book represents both an academic retrospective of my three years leading the Metaverse Campus at the Zhejiang University International Business School (ZIBS), and a systematic forward-looking analysis of global education technology trends. This article explores a central question from both dimensions: To what extent can metaverse technologies fundamentally transform the underlying logic of higher education?
1. Why Does Higher Education Need the Metaverse?
Global higher education faces a deep structural crisis -- one that was already brewing long before the COVID-19 pandemic. According to UNESCO statistics, global higher education enrollment rates have climbed from 19% to 40% over the past two decades, yet the core teaching model -- a single professor lecturing to dozens or even hundreds of students -- has barely changed.[2] While manufacturing has undergone four industrial revolutions and finance has been thoroughly reshaped by fintech, higher education's "mode of production" remains rooted in the basic paradigm of the medieval university.
This is not to say that technology has been absent from education. From the 2012 MOOC (Massive Open Online Courses) wave to recent innovations like the Flipped Classroom and Blended Learning, educational technology experiments have never ceased. However, research published in the Harvard Business Review points out that most of these technological innovations have only addressed the issue of "accessibility" -- enabling more people to access course content -- without substantively improving the "depth" or "immersiveness" of learning.[3] A recorded online video, no matter how high the resolution, cannot replicate the tactile feedback of hands-on laboratory work, nor recreate the chemistry of cross-national teams brainstorming together in the same space.
The emergence of metaverse technologies offers a new path out of this predicament. Through the integration of Virtual Reality (VR), Augmented Reality (AR), Digital Twins, and Spatial Computing, the metaverse has the potential to simultaneously address both the "accessibility" and "immersiveness" challenges in education -- students can not only enter learning environments anytime and anywhere, but also interact, practice, and collaborate within realistic simulated settings. McKinsey estimated in its 2022 metaverse report that the potential value of metaverse technologies in education and training could reach $180 to $270 billion, while emphasizing that realizing this value depends on whether educational institutions can shift from "technology demonstration" to "pedagogical innovation."[4]
It was precisely this understanding that led me to accept a commission from ZIBS in 2022 to oversee the construction of their Metaverse Campus. My starting point was not to chase a technology trend, but to address a fundamental question for any educator: When we possess the technological capability to transcend physical space constraints, how should we redesign the teaching process to truly serve learners' cognitive development and competency building?
2. The ZIBS Metaverse Campus: A Complete Record of an Educational Experiment
The ZIBS Metaverse Campus officially launched in April 2022, making it one of the first institutions worldwide to systematically integrate metaverse technologies into higher education business programs.[5] During my tenure as the inaugural Metaverse Campus Director, we did not simply "transplant" physical classrooms into virtual spaces. Instead, we rebuilt an educational model suited to immersive environments from the ground up, starting with the foundational logic of instructional design.
In my Palgrave Macmillan monograph, I distilled the ZIBS approach into three core design principles.[1]
First, "pedagogical objectives drive technology selection" rather than "technology drives instructional design." Every virtual scene we constructed had to answer a clear question: What specific pain point in traditional teaching does this technological approach solve? For example, the virtual financial trading floor we built was not designed to showcase VR's visual effects, but to let students experience the pressure of risk-based decision-making amid simulated market volatility -- a sense of immediacy and emotional tension that traditional case-based teaching struggles to replicate.
Second, "social learning" takes priority over "individualized learning." Unlike many approaches that treat VR as a personalized learning tool, the ZIBS Metaverse Campus was fundamentally designed around multi-user collaboration. We observed that when students from different countries engaged in case discussions as virtual avatars within the same space, the social pressure arising from cultural differences actually diminished -- students became more willing to express differing opinions, and both the depth and breadth of discussions improved significantly. PwC's research supports this observation: learners in VR environments show 3.75 times higher emotional engagement than those in traditional classroom settings.[6]
Third, "virtual-physical integration" rather than "virtual replacement." I have always opposed viewing the metaverse as a substitute for the physical campus. In the ZIBS model, the Metaverse Campus and the Haining physical campus formed a complementary relationship -- online virtual collaboration prepared students for in-depth discussions during physical workshops, while enterprise visits and social activities on the physical campus supplemented the informal learning opportunities that virtual environments cannot yet fully provide. This approach of virtual-physical integration is the core methodology I particularly emphasized in my Palgrave monograph.
At the launch ceremony, the 56th President of the United Nations General Assembly, Han Seung-soo, Zhejiang University Vice President He Lianzhen, and deans from leading business schools including Politecnico di Milano, the University of Manchester, the University of Glasgow, and the Barcelona School of Management were in attendance.[5] This was not merely an endorsement of ZIBS's initiative but also reflected the global higher education community's keen interest in immersive technologies.
3. Global EdTech Trends: Who Is Leading, and Who Is Watching?
The ZIBS experiment is not an isolated case. Over the past three years, a wave of "Metaversity" development has swept across the globe, reflecting the higher education sector's collective exploration of immersive technologies.
In North America, VictoryXR has partnered with over 50 universities, using Meta Quest headsets to build virtual campuses where students engage in immersive learning for courses in anatomy, astronomy, and beyond.[7] Stanford University's Virtual Human Interaction Lab has systematically studied the effects of VR environments on learning motivation, memory retention, and empathy development from a cognitive science perspective, providing crucial academic legitimacy for the educational metaverse.[8]
In the Asia-Pacific region, the Korea Advanced Institute of Science and Technology (KAIST) has built a comprehensive digital twin campus, synchronizing IoT sensor data with virtual spaces in real time, realizing the concept of "campus as laboratory." Nanyang Technological University in Singapore has focused on engineering education, using AR technology to enable students to disassemble and reassemble complex mechanical structures in an augmented environment.[9] Waseda University in Japan has also begun introducing virtual meeting rooms into its MBA programs, allowing working professionals scattered across Asia to engage in real-time immersive interaction.
In Europe, the European Commission launched the "European Metaverse for Education" initiative in 2023, allocating funding to support member-state universities in building shared virtual education infrastructure. The UK-based Immerse platform has partnered with multiple universities to develop enterprise-grade solutions for large-scale virtual classrooms.[10]
However, amid this wave, I have observed a concerning phenomenon: many institutions' "metaverse campuses" remain at the level of "technology demonstration" -- constructing visually impressive virtual spaces that lack a corresponding pedagogical design methodology. This is precisely the issue I repeatedly emphasized in my Palgrave monograph: a virtual space without pedagogical underpinning is nothing more than an expensive 3D webpage. True educational innovation must start from the foundational principles of Learning Science, not from how dazzling the technology appears.
4. Challenges and Limitations: A Rational Assessment of Metaverse Education
As both a practitioner and researcher in metaverse education, I have a responsibility to candidly address the challenges and limitations this technology currently faces. In my Palgrave monograph, I devoted an entire chapter to these issues, because only by rationally confronting limitations can we identify a viable path forward.[1]
First, hardware barriers and the digital divide. High-quality VR experiences require relatively advanced headsets and stable network connections. Although the Meta Quest series has brought prices down to a relatively affordable level, for many students in developing countries, this remains a significant financial burden. The more fundamental issue lies in network infrastructure -- in many parts of Africa and South Asia, stable broadband connectivity remains a luxury. A UNESCO report warns that if the development of education technology fails to address the digital divide, it may widen rather than narrow global educational inequality.[2]
Second, health concerns and cognitive fatigue. VR sickness (dizziness) and eye strain caused by prolonged use of VR headsets are physiological challenges that have not yet been fully resolved. In my practice at ZIBS, I limited single VR immersive teaching sessions to no more than 45 minutes and alternated them with non-VR segments. This was not only for health reasons but also based on cognitive science research: excessive sensory stimulation can actually diminish the quality of deep thinking.
Third, the challenge of learning assessment. Traditional assessment methods such as exams and written reports cannot adequately measure student learning outcomes in immersive environments. We need to develop new assessment frameworks -- for example, using Learning Analytics based on student behavioral data in virtual environments (interaction frequency, decision-making patterns, collaboration quality). However, this raises sensitive issues around data privacy and ethics.
Fourth, faculty training and organizational change. This is perhaps the most underestimated challenge. Asking a professor who has taught in traditional classrooms for twenty years to suddenly teach in a virtual environment presents difficulties that go far beyond the technological level. It requires systematic faculty training, a transformation in organizational culture, and a redesign of incentive structures. In the ZIBS experience, active faculty participation and continuous feedback were the most critical factors for the project's success.
Fifth, the cost and sustainability of content production. The development cost of high-quality immersive teaching content is far higher than that of traditional textbooks or online courses. How to establish a sustainable content production model -- whether through inter-university alliances to share development costs or by leveraging generative AI to lower production barriers -- will be the key to whether metaverse education can achieve scale.
5. The Future of Immersive Learning: From Technological Breakthroughs to an Educational Paradigm Shift
Looking ahead over the next five to ten years, I believe the development of immersive technologies in higher education will progress through three stages.
The first stage is the "supplementary tool" phase (2024--2026). Metaverse technologies serve as a complement to existing teaching models, providing added value in specific scenarios -- such as virtual dissection in medical schools, simulated trading in business schools, and virtual laboratories in engineering schools. The focus of this stage is "finding the optimal use cases" rather than wholesale replacement of traditional teaching. The release of next-generation spatial computing devices like the Apple Vision Pro and Meta Quest 3 will significantly lower the technical barriers to immersive experiences and accelerate this phase.[11]
The second stage is the "integrated teaching" phase (2026--2029). As the technology matures and costs decline, immersive environments will no longer be an "add-on" instructional element but will be systematically embedded into curriculum design. Classrooms will naturally transition among physical, online, and immersive modalities, with instructors flexibly selecting the most appropriate environment based on pedagogical objectives. This stage requires entirely new curriculum design methodologies and faculty training systems.
The third stage is the "natively immersive" phase (post-2029). When immersive technology becomes as ubiquitous as today's smartphones, entirely new educational paradigms may emerge -- degree programs built entirely in virtual spaces, real-time joint instruction across dozens of universities worldwide, and AI-agent-based personalized learning coaches. The key to this stage lies not in the technology itself, but in whether education policy, accreditation systems, and academic culture can keep pace with technological advancement.
In the conclusion of my Palgrave monograph, I particularly stressed one point: the metaverse will not "save" higher education, just as the internet did not replace the university. What truly transforms education has never been technology itself, but rather the wisdom and courage with which educators employ it.[1] My three years of practice at ZIBS have only deepened my conviction: the best educational technology experiments begin with a profound answer to the timeless question of "what do students actually need to learn," not with blind pursuit of the latest technology trends.
Standing at a turning point in global education technology, I look forward to seeing more educators not only embrace technology but also think deeply about the essence of education. As I often told my colleagues at ZIBS: we built the Metaverse Campus not to prove what technology can do, but to explore what education can become. The distinction between these two perspectives will determine whether immersive education is a fleeting technological gimmick or a genuine paradigm shift in the history of higher education.
References
- Chen, H.-Y. (2024). Metaverse and Higher Education: Reimagining Campus, Pedagogy, and Global Collaboration. Palgrave Macmillan.
- UNESCO. (2023). Global Education Monitoring Report 2023: Technology in Education. unesco.org
- Gallagher, S. & Palmer, J. (2020). The Pandemic Pushed Universities Online. The Change Was Long Overdue. Harvard Business Review. hbr.org
- McKinsey & Company. (2022). Value creation in the metaverse. mckinsey.com
- BusinessWire. (2022). New Adventure in the ZIBS Metaverse Campus. businesswire.com
- PwC. (2022). The Effectiveness of Virtual Reality Soft Skills Training in the Enterprise. pwc.com
- VictoryXR. (2023). Metaversities: Building the Future of Higher Education. victoryxr.com
- Bailenson, J. (2018). Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do. W. W. Norton & Company.
- Nanyang Technological University. (2023). NTU Smart Campus Initiative. ntu.edu.sg
- European Commission. (2023). An EU initiative on Web 4.0 and virtual worlds. ec.europa.eu
- Milgram, P. & Kishino, F. (1994). A Taxonomy of Mixed Reality Visual Displays. IEICE Transactions on Information and Systems, E77-D(12), 1321–1329.