Meta is allocating up to $150 million for its Immersive Learning project to assist in the development of the Metaverse creators’ new generation. It also aims at funding Immersive experiences of high quality that provide a transition to the unique method of learning. This will heighten educational access via the utilization of technology.
Meta Releases Immersive Learning to Be Offered by Selected Universities
In this respect, 10 universities have been chosen to let the students learn through the use of a VR headset for joining the classes which are conducted in the Metaverse space. While discussing the project, the platforms mentioned that some of the previous decades have displayed a remarkable advancement in the case of learning through evolving computing venues.
According to them, at the end of the 80s and the beginning of the 90s, the technological evolution witnessed the establishment of the Internet permitting students to learn on their desktop computers. The venue elaborated that the latest technologies such as virtual reality (VR) are a further step in offering new and more convenient ways for the students to learn. They described the Metaverse as a virtual environment that lets people feel like being inside that world instead of only looking at a device such as a mobile.
The capability to manufacture and explore Metaverse places to interact with other people outside the physical space of a Metaverse user will pave the way toward the latest ways. In this way, access, as well as financial opportunities, will be provided along with an overall transformation in the process of learning. The Meta venue is assisting the universities’ recompense for exclusive digital environments. However, it should be kept in mind that the final target of the platform is the Metaverse’s monetization.
Meta CEO Expresses a Plan to Monetize the Metaverse World
Mark Zuckerberg, the CEO of Meta, stated that the firm is optimistic to make a revenue of billions via the world of the Metaverse. The initial object of launching Immersive Learning would be to familiarize the consumers (i.e. students) to learn immersive skills required to have a development within the Metaverse space via the Spark AR Curriculum. In addition to this, they will assist non-profit educational organizations.
Recompensing via crypto assets within the Metaverse sector appears to be a relatively important subject for Meta. For this purpose, the venue has introduced its virtual currency which is currently available only to some creators present within its initial VR application named Horizon Worlds. In 2016, the company released the initial VR device for consumers under the title Oculus Rift. Meta was in advance delving into the foundational education-related applications to operate in virtual reality.
The Meta CEO is of the view that in the coming time the Metaverse world will turn into a place where there will be permitted for one to purchase digital products as well as transfer them between the spaces. As per him, the user experiences will be monetized by the creators, turning Meta into a pioneer of an exclusive virtual economy.