Transformative Metaverse Pedagogy for Intangible Heritage: A Gamified Platform for Learning Lanna Dance in Immersive Cultural Education
Abstract
1. Introduction
2. Related Work
2.1. Digital Preservation of Intangible Cultural Heritage
2.2. Immersive Technologies in Dance and Performing Arts
2.3. Metaverse Applications in Education and Cultural Contexts
3. Metaverse Design and Implementation
3.1. Digitalization of Lanna Dance
3.1.1. Lanna Dance
3.1.2. Motion Capturing
3.2. Theoretical Framework
3.2.1. Theoretical Foundations for Learning
3.2.2. Theoretical Foundations for Presence and Engagement
3.2.3. Conceptual Framework
3.3. Technical and Metaverse Design Implementation
3.3.1. Platform Architecture
3.3.2. Metaverse Design Environment
4. Research Methodology
4.1. Participants
4.2. Data Collection and Analysis
4.3. Research Procedure
5. Results
5.1. Result of Metaverse Design Platform
5.2. Result of Knowledge Acquisition, IMI, and Metaverse Platform Satisfaction Questionnaires
5.3. Result of Data Statistic Metaverse Platform
5.4. Result of Open-End Questionnaire
6. Discussion
6.1. Metaverse Design for Learning and Cultural Preservation
6.2. Interactive Design for Motivation and Engagement
6.3. Practical Implications
6.4. Limitations and Future Work
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
AI | Artificial intelligence |
AR | Augmented Reality |
IMI | Intrinsic Motivation Inventory |
VR | Virtual reality |
XR | Extended Reality |
Appendix A
Dimension | Questionnaire |
---|---|
Perceived competence | I think I was good at learning through Metaverse. |
I think I did pretty well in learning through Metaverse. | |
I am satisfied with my performance while learning through the Metaverse. | |
I was pretty skilled at learning through Metaverse. | |
I think I was pretty good at learning through Metaverse. | |
Interest | I think learning through Metaverse was quite Enjoyable. |
I think learning through Metaverse was interesting. | |
I think learning through Metaverse was fun. | |
While I was learning through the Metaverse, I often thought about how much I enjoyed it. | |
I think learning through Metaverse was boring. | |
Effort | I did my best while I was learning through the Metaverse. |
I tried very hard to do well in learning through Metaverse. | |
It was important to me to do well in learning through Metaverse. | |
I put a lot of effort into making this Metaverse. |
Appendix B
Appendix C
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Zone Name | Objective | User Interaction |
---|---|---|
Motion Showcase Zone (Yellow Zone) | To present real-time 3D motion capture performances, allowing users to observe and analyze Lanna traditional dance movements. | Users can view motion-captured 3D animations of professional dancers and study their postures and techniques from different perspectives. |
Knowledge Exhibition Zone (Green Zone) | To provide historical and cultural insights into Lanna Dance through interactive educational content. | Users can explore exhibits on the history of Lanna Dance, access digital archives, read historical texts, and interact with multimedia resources. |
Video and AI Interaction Zone (Purple Zone) | To offer a curated video library and AI-driven learning assistance for Lanna Dance education. | Users can watch instructional videos and recorded performances, while AI assistants provide contextual explanations and real-time responses. |
Interactive Game Zone (Red Zone) | To improve motivation and engagement in active dance learning through gamification and interactive challenges. | Users can participate in dance-based minigames, engage with gamification modules, and enjoy interactive learning experiences while acquiring knowledge about Lanna Dance. |
Group | N | Pre-Test (SD) | Post-Test (SD) | Mean Difference | Sig (2-Tailed) | Cohen’s d |
---|---|---|---|---|---|---|
Metaverse-based learning system | 30 | 5.50 (2.33) | 15.86 (3.80) | −10.366 | <0.001 | −1.857 |
IMI Questionnaires | N | Pre-Survey (SD) | Post-Survey (SD) | Mean Difference | Sig (2-Tailed) | Cohen’s d |
---|---|---|---|---|---|---|
Perceived Competence | 30 | 3.16 | 3.83 | −0.666 | <0.001 | −0.291 |
Interest | 30 | 3.20 | 3.76 | −0.566 | 0.001 | −0.234 |
Effort | 30 | 3.26 | 3.66 | −0.400 | 0.031 | −0.037 |
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Intawong, K.; Worragin, P.; Khanchai, S.; Puritat, K. Transformative Metaverse Pedagogy for Intangible Heritage: A Gamified Platform for Learning Lanna Dance in Immersive Cultural Education. Educ. Sci. 2025, 15, 736. https://doi.org/10.3390/educsci15060736
Intawong K, Worragin P, Khanchai S, Puritat K. Transformative Metaverse Pedagogy for Intangible Heritage: A Gamified Platform for Learning Lanna Dance in Immersive Cultural Education. Education Sciences. 2025; 15(6):736. https://doi.org/10.3390/educsci15060736
Chicago/Turabian StyleIntawong, Kannikar, Perasuk Worragin, Songpon Khanchai, and Kitti Puritat. 2025. "Transformative Metaverse Pedagogy for Intangible Heritage: A Gamified Platform for Learning Lanna Dance in Immersive Cultural Education" Education Sciences 15, no. 6: 736. https://doi.org/10.3390/educsci15060736
APA StyleIntawong, K., Worragin, P., Khanchai, S., & Puritat, K. (2025). Transformative Metaverse Pedagogy for Intangible Heritage: A Gamified Platform for Learning Lanna Dance in Immersive Cultural Education. Education Sciences, 15(6), 736. https://doi.org/10.3390/educsci15060736