RT Journal Article T1 Metaverse and education: the pioneering case of Minecraft in immersive digital learning T2 Metaverso y educación: el caso pionero de Minecraft en el aprendizaje inmersivo digital A1 Sánchez López, Iván A1 Roig Vila, Rosa Isabel A1 Pérez Rodríguez, María Amor AB The metaverse is presented as a possible new technological iteration for the Internet. The generation of virtual universes in which the physical and the digital converge raises the question of how education will be addressed in these newsystems. We find, however, pioneering exercises such as Minecraft: Education Edition. This platform is a version basedon the popular sandbox video game, which was originally created by a community of teachers. The aim of this researchis to analyze and describe the idiosyncratic characteristics of Minecraft as an educational platform, framing it as one ofthe pioneering exercises in the metaverse. To this end, we have employed a methodology that combines MultimodalDiscourse Analysis with Grounded Theory and the Constant Comparative Method. As conclusions, we observe how theMinecraft Education platform reinforces from its approach pre-existing aspects from the physical world, resizing them toadapt them to its connected digital environment. These are key elements such as the identity of the participants, theirability to act within the system, creativity through lessons as a guide to the educational objectives and the communityas the backbone of the process. At the same time, it presents differential components, such as the use of avatars, thetransition from textual literacy to multimodal literacy, game mechanics that boost creativity or transhuman capabilitiesthat defy physical space-time. All in all, the platform is designed for teachers, parents and managers, to whom it offersa series of benefits. Therefore, the pedagogical action will depend on their judgment and execution, especially throughthe elaboration of lessons and worlds, the management of the sessions and their interaction in community environments. It is their responsibility to ensure that the educational experience is truly empowering or, on the contrary, that itends up being governed by reproductive criteria linked to symbolic violence. AB El metaverso se presenta como una posible nueva iteración tecnológica para Internet. La generación de universos virtuales en los que convergen lo físico y lo digital pone sobre la mesa la cuestión de cómo se afrontará la educación en estosnuevos sistemas. Encontramos, no obstante, ejercicios pioneros como Minecraft: Education Edition. Esta plataforma esuna versión basada en el popular videojuego sandbox, que fue creada originalmente por una comunidad de profesores.El objetivo de esta investigación es analizar y describir las características idiosincráticas de Minecraft como plataformaeducativa, enmarcándola como uno de los ejercicios pioneros en el metaverso. Para ello, se ha empleado una metodología que combina el Análisis del Discurso Multimodal con la Grounded Theory y el Constant Comparative Method.Como conclusiones, se determina que la plataforma Minecraft Education refuerza desde su planteamiento cuestionespre-existentes en el mundo físico, redimensionándolas para adaptarlas a su entorno digital conectado. Son claves comola identidad de los participantes, la agencia, la creatividad, con las lecciones como guía de los objetivos educativos, y lacomunidad como vertebradora del proceso. Al mismo tiempo, presenta componentes diferenciales digitales, como eluso de avatares, la transición de la lectoescritura textual a la alfabetización en entornos multimodales, las mecánicas queimpulsan la creatividad o las capacidades transhumanas que desafían el espacio-tiempo físico. Con todo, la plataformaestá diseñada para profesores, padres y gestores, a los que ofrece una serie de prebendas. Por tanto, la acción pedagógica dependerá de su criterio y ejecución, especialmente a través de la elaboración de lecciones y mundos, la gestión delas sesiones, y la interacción en los entornos comunitarios. Queda bajo su responsabilidad que la experiencia educativasea verdaderamente empoderadora o, por el contrario, esta se acabe rigiendo por criterios reproductivos y vinculadosa la violencia simbólica. PB Ediciones Profesionales de la Información SN 1386-6710 SN 1699-2407 (electrónico) YR 2022 FD 2022 LK https://hdl.handle.net/10272/22426 UL https://hdl.handle.net/10272/22426 LA eng NO Sánchez-López, Iván; Roig-Vila, Rosabel;Pérez-Rodríguez, Amor(2022). “Metaverse and education: the pioneering case of Minecraft in immersive digital learning”. Profesional de la información, v. 31, n. 6, e310610.https://doi.org/10.3145/epi.2022.nov.10 NO Research financed through the Margarita Salas Grant from the Ministry of Science, Innovation and Universities ofthe Government of Spain and the Next Generation EU program.This work is endorsed by the I+D+i project (2019-2021), entitled “Youtubers and instagramers: Media competencein emerging prosumers” with code RTI2018-093303-B-I00, financed by the Ministry of Science, Innovation andUniversities of Spain and the European Regional Development Fund (ERDF) and for the I+D+i project (2020-2022),entitled “Instagramers and youtubers for the transmedia empowerment of Andalusian citizens. The media competenceof the instatubers”, with code P18-RT-756, financed by the Junta de Andalucía, in the 2018 call (AndalusianResearch, Development and Innovation Plan, 2020) and the European Regional Development Fund (ERDF).This work has been partially funded by the grant CIPROM/2021/17 of the Prometeo program of the Conselleria deInnovación, Universidades, Ciencia y Sociedad Digital de la Generalitat Valenciana. DS Repositorio Institucional de la Universidad de Huelva RD 1 jun 2026