Signs, Shapes, and Spaces: A CAMIL-Informed Qualitative Study of Metaverse Geometry Learning for Deaf and Hard-of-Hearing Students
Abstract
1. Introduction
1.1. Geometry Learning Challenges for DHH Students
1.2. Immersive Technologies as a Response to DHH Learning Needs
1.3. Theoretical Framework: Cognitive Affective Model of Immersive Learning
1.4. The Present Study
- How do DHH students experience metaverse-based learning within the GeoMETriA environment in terms of engagement, participation, and interaction?
- How do key CAMIL dimensions (interest, intrinsic motivation, self-efficacy, embodiment, cognitive load, and self-regulation) manifest in DHH students’ engagement within a metaverse-based geometry learning context?
- What usability and accessibility considerations emerge from teachers’ and students’ interactions with the GeoMETriA platform, and how do these considerations shape inclusive learning experiences for DHH learners?
2. Literature Review
2.1. The Metaverse in Education and Its Core Affordances
2.2. Metaverse-Based Learning for DHH Students
2.3. Cognitive Affective Model of Immersive Learning in Metaverse-Based Education
2.3.1. Interest and Intrinsic Motivation
2.3.2. Self-Efficacy in Virtual Learning Contexts
2.3.3. Embodiment and Presence
2.3.4. Cognitive Load in Immersive Environments
2.3.5. Self-Regulation in Immersive Educational Settings
2.4. Research Gaps and Study Rationale
3. Methodology
3.1. Research Design
3.2. Participants
3.2.1. Teacher Participants
3.2.2. Student Participants
3.3. Ethical Considerations
3.4. Data Collection Procedures
3.4.1. Phase 1: Pre-Workshop Teacher Interviews
3.4.2. Phase 2: Student Workshop Implementation
| Session | Activity | Description |
|---|---|---|
| Session 1 | Introduction and Orientation | Students were introduced to the metaverse platform, including account setup, navigation, and basic interaction (Figure 2). |
| Session 2 | Avatar Customization and Virtual Navigation | Students personalized avatars and practiced movement, teleportation, and object interaction (Figure 3). |
| Session 3 | Hands-on Geometry Tasks | Students completed sign language-guided geometry activities using digital tools (e.g., instructional videos, drawing line segments, measuring angles) and played educational games to reinforce concepts (Figure 4). |
| Session 4 | Interactive Assessment | Students participated in collaborative discussions and completed a multiplayer metaverse quiz to assess conceptual understanding and engagement (Figure 5). |
3.4.3. Phase 3: Post-Workshop Focus Group Discussion (FGD)
3.5. Data Analysis and Trustworthiness
3.6. Researcher Positionality
3.7. Translation and Transcription Procedures
4. Results
4.1. Pre-Workshop Insights
4.1.1. Expectations and Challenges of GeoMETriA Through the Lens of CAMIL
4.1.2. Enhancing Usability and Accessibility in GeoMETriA
4.1.3. Gamification and Engagement Factors
4.2. Post-Workshop Insight: Focus Group Discussion
4.2.1. Gamification and Social Engagement: Enhancing Interest and Motivation
4.2.2. Embodiment and Virtual Presence: Identity and Immersion
4.2.3. Self-Efficacy and Confidence Development: From Uncertainty to Independence
4.2.4. Social Learning and Self-Regulation: Peer Collaboration and Independent Learning Challenges
4.2.5. Cognitive Load and Learning: Processing Challenges, Pacing, and Navigation
4.2.6. Usability and Accessibility: Practical Constraints and Design Suggestions
5. Discussion
5.1. RQ1: How DHH Students Experienced Learning in GeoMETriA
5.2. RQ2: How CAMIL Dimensions Manifested in DHH Students’ Engagement
5.2.1. Interest and Intrinsic Motivation
5.2.2. Embodiment and Presence
5.2.3. Self-Efficacy
5.2.4. Cognitive Load and Self-Regulation
5.3. RQ3: Usability and Accessibility Considerations for Inclusive Metaverse Learning
5.3.1. Sign Language Integration as Foundational Accessibility
5.3.2. Infrastructural Accessibility and Interface Usability
5.3.3. Toward Ecological Accessibility
6. Implications
6.1. Theoretical Implications
6.2. Practical Implications
7. Limitations and Directions for Future Research
8. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| Participant | Gender | Experience in Deaf Education |
|---|---|---|
| T1 | Female | 25 years |
| T2 | Female | 11 years |
| T3 | Female | 15 years |
| T4 | Male | 16 years |
| Participant | Gender | Age | Degree of Hearing Loss | Hearing Device(s) | Communication Mode |
|---|---|---|---|---|---|
| S1 | Female | 16 | Profound (≥90 dB) | Hearing aids | Sign language |
| S2 | Male | 16 | Profound (≥90 dB) | None | Sign language |
| S3 | Male | 15 | Profound (≥90 dB) | None | Sign language |
| S4 | Female | 15 | Moderate (30 to <60 dB) | Cochlear implant | Sign-supported speech |
| S5 | Male | 17 | Profound (≥90 dB) | Hearing aids | Sign language |
| S6 | Male | 16 | Moderate (30 to <60 dB) | Hearing aids | Sign-supported speech |
| S7 | Female | 16 | Moderate (30 to <60 dB) | None | Sign-supported speech |
| Theme | CAMIL Dimension | Description (Student Experience) |
|---|---|---|
| Interest and Engagement | Interest, Intrinsic Motivation | Gamified tasks supported enjoyment and sustained participation; multiplayer/competition increased involvement; visual exposure supported concept recall. |
| Embodiment and Virtual Presence | Embodiment | Avatar customization supported identity and presence; movement enhanced immersion; limited cultural options reduced relevance for some students. |
| Self-Efficacy and Confidence Development | Self-Efficacy | Confidence increased from initial uncertainty through practice and teacher scaffolding; worked examples supported task completion. |
| Social Learning and Self-Regulation | Self-Regulation | Students preferred learning with peers; collaboration supported motivation and problem-solving; learning alone reduced engagement. |
| Cognitive Load and Learning | Cognitive Load | Limited scaffolding, fast sign-video pacing, and navigation issues increased cognitive demands; students requested slower pacing and clearer guidance. |
| Usability and Accessibility | Non-CAMIL (platform/context) | Device and time constraints disrupted learning continuity; students suggested stronger guidance, improved interactivity, and added environmental realism. |
| Sub-Theme | Exemplar Quotes | Interpretation |
|---|---|---|
| Enjoyment Through Gamification | “Fun! I can play and learn at the same time.” (S1) “I like to compete with friends. It’s exciting to see who can jump to the correct shape first.” (S5) | Game-based and competitive activities enhanced enjoyment and sustained engagement, increasing students’ willingness to participate in geometry learning tasks. |
| Visual Memory and Concept Retention | “After playing, I remember the names of the shapes better. The captions along with sign language, it helps me understand better.” (S3) “I remember shapes like triangle, square because I see them in the game.” (S4) | Repeated visual exposure and multimodal supports strengthened geometry terms recall and conceptual understanding. |
| Sub-Theme | Exemplar Quotes | Interpretation |
|---|---|---|
| Avatar Customization and Identity | “It was fun to choose my own avatar.” (S1) “I love running and jumping with my avatar. It feels like I’m really inside the game!” (S7) | Avatar customization supported identity expression and presence, while movement capabilities deepened immersion. |
| Cultural Representation in Avatars | “I looked for a tudung (headscarf), but I couldn’t find one. If there’s a choice, I want to wear it for my avatar.” (S7) “If we could use our own photo to create an avatar that looks more like us, that would be amazing!” (S6) | Limited cultural options reduced personal relevance. Inclusive avatar representations may strengthen belonging. |
| Sub-Theme | Exemplar Quotes | Interpretation |
|---|---|---|
| Progressive Confidence Building | “At first, I didn’t understand how to write the answers, but after some time, I got used to it.” (S1) “After teacher explains, I can do it better by myself.” (S3) | Repeated practice and teacher scaffolding facilitated a transition from uncertainty to independence, indicating self-efficacy development. |
| Strategy Use for Confidence | “I read the examples first, so I feel more confident to answer the questions.” (S4) “I feel confident in the games, but the hard questions make me unsure.” (S2) | Students using available scaffolds reported greater confidence, though some distinguished between confidence in games versus formal questions. |
| Sub-Theme | Exemplar Quotes | Interpretation |
|---|---|---|
| Peer Learning and Collaboration | “I learn better with friends. It makes the learning more enjoyable.” (S2) “I can chat and help each other. When I don’t understand, I ask my friend to help.” (S4) | Students expressed strong preference for collaborative learning, with peer interaction supporting motivation and mutual problem-solving. |
| Challenges in Independent Learning | “If I do it alone, it feels boring. Studying with friends makes it more fun.” (S7) “Learning alone is boring. Better when we have friends to do it together.” (S3) | Reduced engagement during independent learning indicates need for structured support during solo tasks. |
| Sub-Theme | Exemplar Quotes | Interpretation |
|---|---|---|
| Processing Difficulties | “No guided questions are hard to understand.” (S3) “Sometimes I get distracted and need a reminder to focus.” (S6) | Limited scaffolding and unclear questions increased cognitive demands. Some students experienced attention regulation challenges. |
| Sign Language Video Pacing | “Sign language video is good, but sometimes I had to replay the video many times to understand.” (S4) “Make the sign language videos slower.” (S3) | Video pacing affected comprehension, requiring replay functionality and slower presentation for effective processing. |
| Navigation Issues | “Different videos too close, I misclick sometimes.” (S6) | Interface layout created extraneous cognitive load through unintended navigation errors. |
| Sub-Theme | Exemplar Quotes | Interpretation |
|---|---|---|
| Device Limitations | “At home, I don’t have a laptop. Using a phone is hard because the screen is too small.” (S6) “I had to change my laptop twice due to battery issues.” (S5) | Device constraints disrupted access and continuity. Platform design should accommodate varied devices. |
| Time Constraints | “I want more time to explore each activity before moving on.” (S1) “One hour feels too short, more time for games would be better.” (S2) | Limited session time reduced exploration and consolidation opportunities. |
| Scaffolding Needs | “Give examples to the difficult questions.” (S4) “We need a tutorial on the symbol of angles.” (S7) | Students requested worked examples and explicit instruction for mathematical symbols. |
| Interactivity and Environmental Realism | “It would be fun if avatars could talk in sign language.” (S6) “If I can move objects, like rotate a shape or changing colors, feel more like a real place.” (S7) | Students desired enhanced interaction capabilities and environmental features to increase realism. |
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Chong, A.P.; Wong, K.-T.; Vestly, K.L.S.; Suresh Kumar, K. Signs, Shapes, and Spaces: A CAMIL-Informed Qualitative Study of Metaverse Geometry Learning for Deaf and Hard-of-Hearing Students. Soc. Sci. 2026, 15, 191. https://doi.org/10.3390/socsci15030191
Chong AP, Wong K-T, Vestly KLS, Suresh Kumar K. Signs, Shapes, and Spaces: A CAMIL-Informed Qualitative Study of Metaverse Geometry Learning for Deaf and Hard-of-Hearing Students. Social Sciences. 2026; 15(3):191. https://doi.org/10.3390/socsci15030191
Chicago/Turabian StyleChong, Ai Peng, Kung-Teck Wong, Kong Liang Soon Vestly, and Kuppusamy Suresh Kumar. 2026. "Signs, Shapes, and Spaces: A CAMIL-Informed Qualitative Study of Metaverse Geometry Learning for Deaf and Hard-of-Hearing Students" Social Sciences 15, no. 3: 191. https://doi.org/10.3390/socsci15030191
APA StyleChong, A. P., Wong, K.-T., Vestly, K. L. S., & Suresh Kumar, K. (2026). Signs, Shapes, and Spaces: A CAMIL-Informed Qualitative Study of Metaverse Geometry Learning for Deaf and Hard-of-Hearing Students. Social Sciences, 15(3), 191. https://doi.org/10.3390/socsci15030191

