Feasibility Analysis of an Immersive Network Laboratory as a Support Tool for Teaching Practices
DOI:
https://doi.org/10.5753/jis.2025.5352Keywords:
Virtual Reality, Metaverse, Computer Networks, Distance LearningAbstract
Background: Information and Communication Technologies play a fundamental role in education, bringing real-world content closer to students and expanding learning opportunities. Immersive virtual laboratories stand out by enabling experimentation and overcoming the difficulties of accessing physical laboratories. Hybrid approaches have emerged to address challenges like space limitations, costs, and safety concerns in traditional laboratories by integrating immersive virtual environments with physical labs. The concept of the Metaverse is noteworthy for uniting physical and virtual realities, allowing user interaction through avatars. This combination aims to replicate the experience of in-person laboratories, fostering collaboration between students and teachers. The sense of presence in immersive virtual environments enhances realism, facilitating information processing during practical activities. This immersion can significantly benefit computing education, especially in laboratory-intensive subjects like Computer Networks that rely on physical equipment. Methods: In this context, this study aimed to investigate the use of immersive virtual environments as a support tool for teaching Computer Networks and to assess students’ acceptance of these environments as aids in teaching-learning. The methodology applied involved four phases: (1) a Systematic Literature Review, which identified research gaps and opportunities for new pedagogical practices in computing education, as well as reviewing related works; (2) semi-structured interviews with Computer Networks teachers, to support the immersive environment’s development; (3) modeling and development of the environment in the Metaverse; and (4) validation of environment acceptance using the Technology Acceptance Model (TAM) and the NASA Task Load Index. Results: The Systematic Review indicated that discussed pedagogical practices remain superficial, focusing on experimenting with existing environments and integrating the Metaverse with learning management systems (LMS). In Phase 2, the interviews revealed the importance of scalability in immersive virtual environments. The main goal of the interviews was to understand how teachers use computer and network laboratories, identifying the most-used equipment and content in teaching networks. This analysis was crucial for creating the interaction scenarios that guided the requirements of the NetVerse Edu platform. Conclusion: The acceptance results showed that students viewed NetVerse Edu as a valuable and effective tool for teaching networks, highlighting its ability to facilitate familiarization with equipment and understanding technical concepts. Regarding workload, the immersive environment proved challenging, requiring a high level of cognitive effort, but provided a productive experience without significant discomfort or frustration.
Downloads
References
Al-Adwan, A. S., Li, N., Al-Adwan, A., Abbasi, G. A., Albelbisi, N. A., e Habibi, A. (2023). Extending the technology acceptance model (TAM) to predict university students’ intentions to use metaverse-based learning platforms. Education and Information Technologies, 28(11): 15381–15413. DOI: https://doi.org/10.1007/s10639-023-11816-3.
Alpala, L. O., Quiroga-Parra, D. J., Torres, J. C., e Peluffo-Ordóñez, D. H. (2022). Smart factory using virtual reality and online multi-user: Towards a metaverse for experimental frameworks. Applied Sciences, 12(12): 6258. DOI: https://doi.org/10.3390/app12126258.
Alsaleh, S., Tepljakov, A., Köse, A., Belikov, J., e Petlenkov, E. (2022). Reimagine lab: Bridging the gap between hands-on, virtual and remote control engineering laboratories using digital twins and extended reality. IEEE Access, 10: 89924–89943. DOI: https://doi.org/10.1109/ACCESS.2022.3199371.
Amaral, É. M. H. d., Avila, B. G., Barbosa, M. L. K., Rodrigues, H. Z., e Tarouco, L. M. R. (2011). Laboratório virtual de aprendizagem: uma proposta taxonômica. RENOTE: revista novas tecnologias na educação. Porto Alegre, RS. DOI: https://doi.org/10.22456/1679-.
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, pp. 319–340. DOI: https://doi.org/10.2307/249008.
Díaz, J. (2020). Virtual world as a complement to hybrid and mobile learning. International Journal of Emerging Technologies in Learning (iJET), 15(22): 267–274. DOI: https://doi.org/10.3991/ijet.v15i22.14393.
Dwivedi, Y. K., Hughes, L., Baabdullah, A. M., Ribeiro-Navarrete, S., Giannakis, M., Al-Debei, M. M., Dennehy, D., Metri, B., Buhalis, D., Cheung, C. M., et al. (2022). Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy. International Journal of Information Management, 66: 102542. DOI: https://doi.org/10.1016/j.ijinfomgt.2022.102542.
Falcão, T. P., e Gomes, A. S. (2006). Design de interfaces tangíveis educacionais: uma metodologia baseada em contexto. pp. 13–16. DOI: https://doi.org/10.1145/1298023.1298052.
Galvez, D., Delgado, L., Caceres, C., e Villarroel, L. (2022). Virtual laboratory, a learning resource for distance education. pp. 1–6. DOI: https://doi.org/10.1109/ICE/ITMC-IAMOT55089.2022.10033177.
Hart, S. G. (1986). NASA task load index (TLX). [link], Acesso: 15 junho 2024.
Hertzum, M. (2021). Reference values and subscale patterns for the task load index (TLX): a meta-analytic review. Ergonomics, 64(7): 869–878. DOI: https://doi.org/10.1080/00140139.2021.1876927.
Hoda, R., Noble, J., e Marshall, S. (2012). Developing a grounded theory to explain the practices of self-organizing agile teams. Empirical Software Engineering, 17: 609–639. DOI: https://doi.org/10.1007/s10664-011-9161-0.
Jeong, Y., Choi, S., e Ryu, J. (2022). Work-in-progress—design of LMS for the shared campus in metaverse learning environment. pp. 1–3. DOI: https://doi.org/10.23919/iLRN55037.2022.9815909.
López, G. A. M., Chaux, H. R., e Alvarez, F. A. C. (2022). The university in the metaverse. Proposal of application scenarios and roadmap model. pp. 1–9. DOI: https://doi.org/10.1109/TAEE54169.2022.9840630.
Meta (2021). Apresentando Meta: uma empresa de tecnologia social. [link], Acesso: 15 outubro 2024.
Nunes, F. B., Herpich, F., Do Amaral, É. M., Voss, G. B., Zunguze, M. C., Medina, R. D., e Tarouco, L. M. (2017). A dynamic approach for teaching algorithms: Integrating immersive environments and virtual learning environments. Computer Applications in Engineering Education, 25(5): 732–751. DOI: https://doi.org/10.1002/cae.21833.
Prabaswari, A. D., Basumerda, C., e Utomo, B. W. (2019). The mental workload analysis of staff in study program of private educational organization. 528(1): 012018. DOI: https://doi.org/10.1088/1757-899X/528/1/012018.
Richardson-Hatcher, A., Hazzard, M., e Ramirez-Yanez, G. (2014). The cranial nerve skywalk: A 3D tutorial of cranial nerves in a virtual platform. Anatomical Sciences Education, 7(6): 469–478. DOI: https://doi.org/10.1002/ase.1445.
Ritterbusch, G. D., e Teichmann, M. R. (2023). Defining the metaverse: A systematic literature review. IEEE Access, 11: 12368–12377. DOI: https://doi.org/10.1109/ACCESS.2023.3241809.
Schaf, F. M., Paladini, S., e Pereira, C. E. (2012). 3D AutoSysLab prototype—a social, immersive and mixed reality approach for collaborative learning environments. International Journal of Engineering Pedagogy (iJEP), 2(2): 15–22. DOI: https://doi.org/10.3991/ijep.v2i2.2083.
Schmitt, M. A. R., e Tarouco, L. M. R. (2008). Metaversos e laboratórios virtuais: possibilidades e dificuldades. RENOTE: revista novas tecnologias na educação [recurso eletrônico]. Porto Alegre, RS. DOI: https://doi.org/10.22456/1679-1916.14577.
Sebastien, D., Sebastien, O., e Conruyt, N. (2018). Providing services through online immersive real-time mirror-worlds: The IMMEX program for delivering services in another way at university. pp. 1–7. DOI: https://doi.org/10.1145/3234253.3234292.
Sketchfab (2023). The leading platform for 3D AR on the web. [link], Acesso: 10 setembro 2024.
Stephenson, N. (1992). Snow Crash: A Novel. Spectra.
Tibúrcio, F., Moreira, W., Schmitt, R., Souza, E., e Silva, C. (2022). O futuro do digital está na conexão com o real: Metaverso e suas implicações sociais e tecnológicas. pp. 76–84. DOI: 10.5753/wics.2022.222830.
Tlili, A., Huang, R., Shehata, B., Liu, D., Zhao, J., Metwally, A. H. S., Wang, H., Denden, M., Bozkurt, A., Lee, L.-H., et al. (2022). Is metaverse in education a blessing or a curse: a combined content and bibliometric analysis. Smart Learning Environments, 9(1): 1–31. DOI: https://doi.org/10.1186/s40561-022-00205-x.
Vieira, E. E., e de Medeiros, F. P. A. (2023). Estado da arte sobre a educação em ambientes imersivos do metaverso. Revista Brasileira de Informática na Educação, 31: 1248–1269. DOI: https://doi.org/10.5753/rbie.2023.3522.
Wagner, R., Piovesan, S. D., Passerino, L. M., e de Lima, J. (2013). Using 3D virtual learning environments in new perspective of education. pp. 1–6. DOI: https://doi.org/10.1109/ITHET.2013.6671019.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Erberson Evangelista Vieira, Francisco Petrônio de A. Medeiros

This work is licensed under a Creative Commons Attribution 4.0 International License.
JIS is free of charge for authors and readers, and all papers published by JIS follow the Creative Commons Attribution 4.0 International (CC BY 4.0) license.


