Due to the COVID-19 pandemic, there has been an increase in the adoption of metaverse in educational settings. Furthermore, the positive outcomes of metaverse, such as increased student satisfaction and enhanced interaction, have led to ongoing attemp...
Due to the COVID-19 pandemic, there has been an increase in the adoption of metaverse in educational settings. Furthermore, the positive outcomes of metaverse, such as increased student satisfaction and enhanced interaction, have led to ongoing attempts to incorporate metaverse into teaching even in the post-COVID era. However, while teachers face difficulties related to the functional aspects of metaverse platforms when they taught in classes, research on the criteria of usability test for platform in an educational context remains limited. Therefore, this study derived usability evaluation domains, evaluation factors, and detailed items based on literature review, platform function analysis, and written interviews with elementary, middle, and high school teachers. Two rounds of expert validation were conducted for the derived usability evaluation criteria. The study developed the four evaluation domains (Interface, Teaching and Learning Support, Technical Support, Ethical Support), thirteen sub-factors, and forty-five items. This research is meaningful in that it derived the usability evaluation factors for metaverse platforms from an educational perspective. Moreover, unlike previous studies on educational usability evaluation, this study developed not only evaluation domains but also specific items to provide concrete criteria for educators to assess platforms.