## 2 Hypotheses and Research Questions  
Based on the definition of the problem, the following hypotheses will be explored in this paper:  
* _The integration of immersive technologies (VR and AR) and gamification within the metaverse in educational programs significantly increases user engagement and motivation for learning about cultural heritage._
* _The target group shows a high interest in using mobile applications that employ modern technologies, including the metaverse, for cultural heritage education._
* _The development of a mobile application that combines 3D modeling of cultural artifacts with gamification elements within the metaverse can raise awareness and understanding of cultural heritage among young people._  
To test these hypotheses, this paper will address the following research questions:  
* How does the target group perceive the use of VR and AR technologies, as well as the metaverse, in cultural heritage education?
* To what extent can gamification within the metaverse enhance the learning experience and user engagement in the context of cultural heritage preservation?
* What are the key characteristics of a mobile application that could attract and retain users interested in cultural heritage within the metaverse?  
_Research Methodology_  
This study uses a combination of quantitative and qualitative research methods applied in several phases to provide comprehensive insight into the target group's attitudes and evaluate the effectiveness of immersive technologies and gamification in cultural heritage education.  
The first phase consists of qualitative research, including focus groups and in-depth interviews with key stakeholders, such as educators, cultural heritage experts, and potential app users. This phase will provide a deeper understanding of the specific needs, challenges, and opportunities for integrating VR and AR technologies into educational programs. Focus groups will facilitate interactive discussions on user perceptions and expectations, while interviews will offer detailed insights into experiences and expert opinions on the application of technologies in cultural heritage preservation.  
The second phase involves the experimental implementation of a developed prototype mobile application that combines gamification and immersive technologies. The prototype will be tested through a pilot program with the target user group. This phase will include an evaluation of user experience, engagement, and the educational effectiveness of the app. The evaluation will be based on a combination of quantitative methods (e.g., satisfaction surveys) and qualitative methods (e.g., feedback through interviews).  
The final phase of this research will encompass the analysis of the collected data from all previous phases, aiming to assess the success of the applied methodologies and technologies in achieving this study's objectives. The primary analysis will focus on identifying key factors that influence user engagement and their learning experience regarding cultural heritage through immersive technologies and gamification. Based on the research results, recommendations will be made for further development and improvement of the mobile application, as well as suggestions for applying the findings in the broader context of cultural heritage education and preservation.