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About This Journal
Focus and ScopeThe rapid development of science and technology including cloud computing, chips, 5G, and artificial intelligence technology, has stimulated the recovery of the metaverse. From the technical point of view, we (it seems) have touched the threshold of the metaverse, which is no longer as far away as before. The metaverse includes such six technologies as blockchain technology, interactivity technology (VR/AR/MR/XR/ER), game technology (game engine, game code, multimedia resources), AI technology, network communication technology, and Internet of Things. To support the operation of the huge metaverse, it also needs extremely powerful algorithms. The metaverse is a digital universe and a parallel world, which involves the application and development of Metaverse in various fields, including but not limited to: education, art, philosophy, industry, medicine, agriculture, forest. Metaverse (Met) is an open-access academic journal that studies relevant issues on metaverse. Met also welcomes different types of articles including research article, case report, review, perspective, and method concerned with metaverse studies such as the concept definition and its development. The technologies of articles' research in the journal include, but are not limited to:
For Authors
Article Processing Charges (APCs)APASCI’s publishing model is open access. Open access enables readers to freely access and download articles immediately after publication online. APASCI charges authors article processing charges (APCs) so as to cover operation costs, such as those arising from the evaluation and production processes. APCs should be paid upon the acceptance of articles and ahead of publication. APCs of Metaverse are US$800. Waiver and Discount Policy APASCI believes there should be no barriers to the dissemination of knowledge, and thus APASCI offers APC waivers and discounts to authors from low-income countries and authors with special circumstances. Authors should write to the editorial office of the specific journal to apply for waivers and discounts. The decision to approve such applications is made by the editorial office on a case-by-case basis. APC PaymentPayments for APC of this journal can be made through our online PayPal payment gateway. Enter the article no. into the below textbox and select "Pay Now" to proceed with payment. *Article No. is mandatory for payment and it can be found on the acceptance letter issued by the Editorial Office. Payment without indicating Article No. will result in processing problem and delay in article processing. Please note that payments will be processed in USD. You can make payment through Masters, Visa or UnionPay card. |
Augmented reality, gamification and m-learning occupy today an important place in education, given the advantages that the use of mobile technologies has brought, independently or in combination with other technological scenarios and different devices that affect the teaching and learning of disciplines or that serve as a bridge to improve various processes mediated by ICT in teaching and/or learning. In this sense, the article presented here shows an analytical study that was developed under an exploratory, descriptive and interpretative methodology of the categories augmented reality, gamification and m-learning, based on a characterization in the databases, a literature review was conducted in the main databases such as Science direct, Scopus and web Science, obtaining 100 reference articles. Thus, it was found that these three categories determined as teaching strategies significantly influence motivation, interest in knowledge, retention and understanding of information for the development of teaching and learning processes. The method used allowed to develop the description of the panorama about the use of augmented reality, m-learning and gamification in elementary, middle and higher education.
The objective of this article is to develop a literature review on the use of Metaverse and virtual reality focused on education. Taking into account that education lives a continuous process of change in search of quality, the use of new tools favors this process, therefore, the use of virtual platforms focused on virtual reality and Metaverse are in essence tools that energize the teaching and learning processes, contribute to organize and update the contents, and allow the student and learner to interact within the virtual environment. In this context, the present work was developed based on an exploratory, descriptive methodology; using the categories Metaverse, virtual reality and teaching, a search was carried out in the Science, Scopus and web Science databases, obtaining one hundred reference articles, from which the above categories are analyzed.
This article presents a systematic review of the specialized literature using the meta-synthesis method to learn about the theoretical and empirical trends that can be found in the scientific literature on game learning analytics. The search was carried out in 17 databases and 153 results were obtained. After applying certain exclusion criteria, 17 scientific research articles were admitted for analysis. The information was classified into design, validation and implementation trends. The design findings suggest a tendency to simulate real environments with the aim of validating not only the serious game, but also the learning obtained by applying pre- and post-test measurements. A varied implementation was observed between educational purposes, training or support for people with disabilities. Likewise, pre-designed games and author’s games with individual interactions were used.
The implementation of systems based on artificial intelligence (AI) has passed the barrier of the academic field and due to its potentialities has been developing in other fields such as public management so there is an urgent need to have an updated overview in this regard. This article aims to address the analysis of AI by highlighting its transcendence in the field of management, public administration and government, highlighting the significant opportunities, impact assessment and the potential posed by AI. The present review provides a panoramic and significative overview about AI and its impact on the field of management and public administration, about its achievements, as well as sensitive controversies. Finally, the critical opportunities and challenges of AI application in the public sector are shown.
Academic Support
Institute for Metaverse of Nanjing University of Information Science & Technology (NUIST)
Editor-in-Chief
Director, Institute for Metaverse,
Nanjing University of Information Science & Technology
China
Honorary Editor-in-Chief
Academician, Chinese Academy of Engineering
China
ISSN
2810-9791 (Online)
Publishing Frequency
Semi-annual
Manuscript Processing
Initial Decision for Review:
1-3 days after submission
Decision after review:
3 weeks after submission
Online publication time:
2 weeks after acceptance
Indexing & Archiving