Journal of Metaverse Research Article Received: 2023-01-06 | Reviewing: 2023-01-06 & 2023-02-19 | Accepted: 2023-02-19 | Online: 2023-02-21 | Issue Date: 2023-06-30 Year: 2023, Volume: 3, Issue:1, Pages:79-86, Doi: 10.57019/jmv.1223704 79 This work is licensed under a Creative Commons Attribution 4.0 International License. Use of Metaverse Technology in Education Domain Khandaker Raiyan Rahman Dept. of computer science and engineering American International University - Bangladesh Dhaka, Bangladesh rrkhandaker@gmail.com 0000-0001-7175-4238 Sholaiman Khan shitol Dept. of computer science and engineering American International University - Bangladesh Dhaka, Bangladesh shitolkhan999@gmail.com 0000-0002-9973-7904 Md. Shohidul Islam Dept. of computer science and engineering American International University - Bangladesh Dhaka, Bangladesh sohidul@aiub.edu 0000-0002-7006-9607 Kh. Tanveer Iftekhar Dept. of computer science and engineering American International University - Bangladesh Dhaka, Bangladesh tvir671@gmail.com 0000-0002-3273-9980 Pranto Saha Dept. of computer science and engineering American International University - Bangladesh Dhaka, Bangladesh prantosaha604@gmail.com 0000-0002-2540-3362 AbstractMetaverse is the digital mirror of the physical world where users are connected as individual avatars. The purpose of the virtual surface where it should gather and mirror actual-time global statistics and also inquire for immersion is to link the physical and digital worlds. Users’ physical inputs may be used to train artificial intelligence (AI) systems to provide client users with highly customized offerings. This technology offers an appropriate answer in the sphere of education and training by using its process. By using Metaverse extended reality, education sector will be changed drastically. This study outlined the required principles and approaches for transforming the education sector utilizing the Metaverse. Qualitative method has been used for analyzing. In addition, ten key techniques based on Metaverse’s quality education standards have been outlined. This research will impact the whole education sector by visualizing contents, virtual campus, 3D simulation, and remote quality education which is accessible for all including underdeveloped countries. Additionally, the anticipated developments in the education industry have been highlighted. Finally, a model of classroom has been proposed using Mozilla Hubs platform, which can be used for group discussion, seminar, thesis meeting, presentation and many more which will bring changes to education system eventually. The main purpose of our research is to improve education sector using Metaverse by engaging more students from developing and under- developing countries, as well as providing more facilities and quality education. KeywordsMetaverse, Education, Virtual Reality (VR), Augmented Reality (AR), Virtual campus, Mozilla Hub. I. INTRODUCTION The Metaverse, a term popularized by science [1], refers to a virtual world where individuals can interact with each other and a digital environment in real-time. In recent years, advancements in technology have made it possible to bring the Metaverse to life, and the education sector is one of the areas where it has enormous potential. The application of Metaverse technology in education can revolutionize the way students learn by providing them with immersive, interactive, and engaging virtual learning experiences [2]. The Metaverse in education can provide students with access to a wide range of resources, including multimedia presentations, videos, images, and audio recordings, as well as interactive objects that can be used to support the delivery of lessons [3]. It also provides a virtual platform for students to connect with each other and with teachers from around the world, regardless of their physical location. Online virtual worlds are becoming more widely used as a practical replacement for a growing spectrum of everyday human experiences because of the recent COVID-19 epidemic [4]. For instance, the graduation ceremony at UC Berkeley was held using Minecraft [5], which was created as a gaming platform. The requirements for the creation of the metaverse have gradually reached with the development of 5G, 6G, and other supporting technologies like blockchain, artificial intelligence, and many more. Three segments make up the metaverse’s framework [6]. The physical layer contains the hardware required to make the metaverse’s operational aspects, such as processing, communication, and storage. To provide adaptable, efficient, and global access to the metaverse, a vigorous physical surface is absolutely necessary. The development of a corresponding living environment in which user avatars may interact with one another and other items is the second purpose of the virtual surface where it should also gather and mirror actual-time global statistics and inquire for immersion using technologies like digital twins made available by edge intelligence [7]. Customers may use the interaction layer to link the physical and digital worlds. Users’ physical inputs 2 may be transformed into precise actions in the virtual world. The abundance of user data might be used to train artificial intelligence (AI) systems to provide clients with highly customized offerings, improving service delivery. The COVID-19 epidemic has resulted in real-world constraints like “social distance”, and the metaverse has allowed” social connection” in response by offering a place where individuals with similar interests may come together and converse [8,11]. These social relationships in the metaverse [9], however, are weaker than they are in the actual world. In the metaverse, one creates the “I wish to present” by hiding the details they don’t want to show. It is hard for the administration to predict every user behavior because of the degree of flexibility [10,12]. Because of the essential features of the metaverse, particularly virtual space and anonymity, people’s feelings of guilt about committing crimes are minimized [12,15]. Potential issues include new, terrible, and