ABSTRACT

As a medium, video games have successfully integrated audio, text, video, and interactivity, which is consistent with multimedia instructional design semiotics (Alexander, 2016). Based on the 178.73 billion dollar success of the video game industry (Kirkcaldy, 2020), the potential of video games as a medium cannot be questioned. The metaverse, a notion that refers to complex virtual worlds that may be experienced through numerous modalities, such as audio, text, video, and interactivity (Breakfast Television, 2022), has the potential to improve classroom learning by engaging students with particular aims and objectives. To better comprehend how the metaverse might be utilised in education, the medium’s semiotics must be examined and particular goals must be established. By evaluating the intended purposes of video games, the possible future of the metaverse may be better comprehended and the educational advantages can be emphasised.