From Virtual Worlds to Real-World Equity: A Scoping Review of the Metaverse as Computer-Assisted Learning for STEM Competencies

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Authors: Franklin Parrales-Bravo, Roberto Tolozano-Benites, Janio Jadán-Guerrero, Leonel Vasquez-Cevallos, Víctor Gómez-Rodríguez
Cited by: 3
References: 59

Abstract

This scoping review critically synthesizes 34 studies (2015–2026) examining the metaverse’s role in fostering six core STEM competencies, moving beyond descriptive reporting to interrogate whether these technologies constitute genuine pedagogical transformation, whose learners are served or excluded, and how isolated interventions connect into lifelong learning pathways. Following PRISMA-ScR guidelines, our analysis reveals that while technology literacy and collaboration appear in 91.2% of our selected studies, mathematical application is addressed in fewer than half (44.1%), raising unanswered questions about whether this pattern reflects an equitable distribution of mathematical learning opportunities across diverse learner populations—a question the current evidence base cannot answer but one that warrants urgent investigation. The evidence demonstrates substantial immediate learning gains through embodied presence and risk-free experimentation, yet a deeper reading suggests this often represents technological optimization of traditional goals rather than epistemological transformation. More troublingly, the concentration of inclusivity evidence on select populations—while rendering students with physical disabilities, Indigenous learners, and refugee students entirely invisible—reveals an equity paradox where immersive technologies may inadvertently amplify existing disparities. The absence of any longitudinal data linking short-term engagement to sustained STEM participation leaves the field’s claim to transformative impact unsubstantiated. This review argues for moving beyond fragmented interventions toward designing coherent, equitable learning pathways that fulfill the metaverse’s potential for all learners.

Fields of Study & Subjects

Virtual Reality Applications and Impacts Teaching and Learning Programming Educational Games and Gamification

Publication details

Journal / source
Computers
Publisher
MDPI AG
Volume
15
Issue
4
Pages
229–229
Publication date
7 April 2026
Language
EN