Submitted:
27 May 2025
Posted:
28 May 2025
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Abstract
Keywords:
1. Introduction
2. Research Problem
3. Research Questions
- What is the impact of the integration of the interactive metaverse environment and generative artificial intelligence on promoting the green digital economy in the “Computers in Education” course for graduate students?
- What is the impact of the integration of the interactive metaverse environment and generative artificial intelligence on green e-entrepreneurship in the “Computers in Education” course for graduate students?
- What is the impact of the integration of the interactive metaverse environment and generative artificial intelligence on the production of a green digital entrepreneurial product in the “Computers in Education” course for graduate students?
4. Research Hypotheses
- There is a statistically significant difference at the 0.05 level between the average scores of the pre- and post-tests on the Green Digital Economy Scale in the “Computers in Education” course for graduate students, in favor of the post-test.
- There is a statistically significant difference at the 0.05 level between the average scores of the pre- and post-tests on the Green E-Entrepreneurship Scale in the “Computers in Education” course for graduate students, in favor of the post-test.
- There is a statistically significant difference at the 0.05 level between the average scores of the pre- and post-tests on the Green Digital Entrepreneurship Product Evaluation Card in the “Computers in Education” course for graduate students, in favor of the post-test.
5. Research Objectives
5.1. Significance of the Research
- Directing university education officials to pay attention to the need to employ three-dimensional virtual learning environments (the Metaverse) in university education.
- Directing university education officials to pay attention to the need to employ modern generative artificial intelligence applications in university education.
- Providing a smart training environment based on the integration of the Metaverse learning environment and modern artificial intelligence platforms, which can benefit those interested in sustainable development in promoting the green digital economy, as well as producing green digital entrepreneurial businesses that can benefit society and achieve environmental sustainability.
- Developing society and achieving sustainable development by encouraging students to design and produce green entrepreneurial projects and ideas.
5.2. Research Limitations
- The following artificial intelligence platforms: To ensure the provision of an integrated digital educational experience that supports innovation and sustainability, a group of modern digital platforms were employed that combine Metaverse and generative artificial intelligence technologies. The FrameVR platform was used to provide a 3D virtual reality learning environment that allows students to interact in an immersive way. Poe was also employed to power the ChatGPT model to support students in content generation and provide immediate assistance. In educational media production, Elai.io was used to create professional educational videos, and Tome.app to design engaging presentations. Whimsical was used to design electronic mind maps to help organize ideas, while D-ID was used to convert still images into realistic audio-supported videos. Durable was used to create professional educational websites for students’ digital projects. Finally, Tutor AI was employed to design and create interactive educational lessons that enhance learner independence and contribute to the development of advanced digital skills.
- “Computers in Education - 474 Approach-2” course.
- Green Digital Economy Skills: Digital Technology, Digital Transformation, Continuous Digital Learning, Digital Sustainability.
- Green E-Entrepreneurship Skills: Proactive Action, Innovation Preference, Self-Efficacy, Achievement Motivation, Non-Conformity, and Digital Dynamics.
6. Research Literature
6.1. First: Metaverse and Green Digital Economy
6.2. Second: Generative Artificial Intelligence and Education
- 1-
- Smart Content:
- 2-
- Smart Learning:
- 3-
- Chat GPT:
6.3. Third: Green Digital Entrepreneurship
7. Methods and Procedures
7.1. Research Methodology
7.2. Research Procedures
7.2.1. First: Selecting the Research Sample
7.2.2. Second: Preparing Research Materials
- Designing a Learning Environment Based on the Integration of Metaverse Technology and Generative Artificial Intelligence:
-
Phase One: Analysis: In this phase, the following procedures were carried out:
- Defining the general objectives of the training environment based on the integration of an interactive metaverse environment and generative artificial intelligence platforms. The overall objective of this environment is to promote the green digital economy and green e-entrepreneurship.
- Defining Learner Characteristics: Graduate students at the College of Education, King Khalid University, are studying the “Computers in Education - 474 Approaches-2” course in the first semester of the academic year (2023). They come from a similar environment with similar conditions, and their skills in using computers and the internet are almost identical. The research group comprised (25) students.
- Educational environment capabilities: The Metaverse platform (https://framevr.io) and the generative artificial intelligence platform (https://poe.com) were used.
- Educational material: The educational content was defined as (5) educational topics in the “Computers in Education” subject.
- Phase Two: Design Phase:
- The first topic, “Computer Software,” covers the basics of understanding software and its types. It aims to enable students, upon completion, to discuss the nature of software and differentiate between its various types, with a focus on application software. Students are also expected to be able to compare these software programs in terms of function and use, and to acquire the skill of designing a professional presentation using modern digital tools that creatively reflect their understanding of the theoretical content.
- The second topic, “Computer Uses,” focuses on exploring the roles of computers in the educational process. It aims to enable students to clarify the various uses of computers in education and discuss the patterns of their employment in classroom and virtual environments. The student is also expected to acquire the ability to use available electronic content authoring tools and employ them to design interactive electronic content that supports active learning and enhances the student’s digital experience.
- The third topic, “Electronic Mind Maps,” addresses the concept of mind maps in their digital form. It aims to enable the student to discuss the nature of these maps and explain their importance in organizing ideas and enhancing the visual understanding of content. The student is also expected to develop their technical skills by designing an electronic mind map using specialized tools and to be able to publish and share it in electronic learning environments that support collaboration and interactive learning.
- The fourth topic, “The Internet and Education,” addresses the basics of internet technology and its relationship to digital education. Upon completion of this topic, the student is expected to be able to accurately define the internet and differentiate between the concepts of the internet, the intranet, and the web in terms of structure and uses. They are also expected to discuss the most important services the internet provides to support education, such as e-learning, synchronous and asynchronous learning, and access to knowledge resources. On the practical side, students must acquire the ability to design an interactive educational website that utilizes their learning to support the educational process in a creative and comprehensive manner.
- The fifth topic: E-learning focuses on understanding the theoretical and practical foundations of this type of education. It aims to enable students to discuss the nature of e-learning as a modern method of education based on digital technology. Students are also expected to be able to differentiate between its various types, such as synchronous and asynchronous learning, self-paced learning, and blended learning. They are also expected to clarify the importance of e-learning in expanding access to education and achieving flexibility in learning. On the practical level, students are required to design a professional interactive video employing appropriate digital tools that reflect their understanding of the content and contribute to enhancing the e-learning experience.
- Topic 1: Computer Software
- Topic 2: Computer Uses
- Topic 3: Electronic Mind Maps
- Topic 4: The Internet and Education
- Topic 5: E-Learning
- Phase Three: Development:
- Phase Four: Implementation Phase:
- Phase Five: Evaluation Phase:
7.3. Third: Preparing Research Tools
- Green Digital Economy Scale
- Exploratory application of the scale: The scale was applied to a pilot sample of (16) graduate students at the College of Education, King Khalid University, to determine the linguistic and scientific suitability of the statements. Their responses demonstrated the linguistic and scientific suitability of the scale statements.
- Internal consistency of the scale:
| Dimension | Digital technology | Digital transformation | Continuous digital learning | Digital Sustainability |
| Digital technology | 1 | |||
| Digital transformation | 0.41 | 1 | ||
| Continuous digital learning | 0.38 | 0.70** | 1 | |
| Digital Sustainability | 0.52* | 0.66* | 0.75** | 1 |
| The scale as a whole | 0.69* | 0.88** | 0.76** | 0.78** |
- 2.
- Green e-Entrepreneurship Scale:
| Dimension | Proactive action | Preferring innovation | Self-efficacy | Achievement motivation | Non-conformity | Digital Vitality |
| Proactive action | 1 | |||||
| Preferring innovation | 0.38 | 1 | ||||
| Self-efficacy | 0.26 | 0.74** | 1 | |||
| Achievement motivation | 0.31 | 0.61* | 0.46 | 1 | ||
| Non-conformity | 0.44 | 0.47 | 0.39 | 0.43 | 1 | |
| Digital Vitality | 0.34 | 0.52* | 0.62 | 0.47 | 0.42 | 1 |
| The scale as a whole | 0.65 | 0.88** | 0.79** | 0.77** | 0.69** | 0.82** |
- 3.
- Preparing a Product Evaluation Card:
- Fifth: Pre-application of Measurement Tools:
- Sixth: Implementing the Research Experiment:
- Seventh: Post-application of measurement tools:
8. Research Results and Discussion
| The tool | Application | number | Average rank | Total ranks | Z value | Significance level | Significance |
|---|---|---|---|---|---|---|---|
| Green Digital Economy Barometer | Pre | 23 | 0.00 | 0.00 | -4.581** | 0.001 | Significance |
| Post | 23 | 12.00 | 23.00 |

| The tool | Application | number | Average rank | Total ranks | Z value | Significance level | Significance |
|---|---|---|---|---|---|---|---|
| Green E-Entrepreneurship Scale | Pre | 23 | 0.00 | 0.00 | -4.214** | 0.001 | Significance |
| Post | 23 | 12.00 | 23.00 |
| The tool | Application | number | Average rank | Total ranks | Z value | Significance level | Significance |
|---|---|---|---|---|---|---|---|
| Green Digital Entrepreneurship Product Scorecard | Pre | 23 | 0.00 | 0.00 | -4.002** | 0.001 | Significance |
| Post | 23 | 12.00 | 276.00 |
9. Practical Significance of the Research Results
| independent variable | dependent variable | (Z) |
Eta square |
Effect size |
|---|---|---|---|---|
| Interactive Metaverse Environment and Generative AI Platforms | Green Digital Economy | -4.581 | 0.96 | Big |
| Green e-entrepreneurship | -4.214 | 0.87 | Big | |
| Green digital products | -4.002 | 0.83 | Big |

10. Discussion of Research Results
11. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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