## 3 Results and Discussion
### Additional Observations and Remarks  
This section discusses other significant aspects that the professors of the subject have observed, through the implementation of this innovation.  
Firstly, the incorporation of VR has proven to be a powerful motivator for students, encouraging them to engage with the subject's content in a novel and immersive way. Their heightened motivation has led students to show increased interest in their project proposals. In some cases, professors had to manage and limit their enthusiasm to ensure they stayed within the designated timeframe and objectives, as exceeding it might have negatively impacted their performance in other subjects.  
Another remarkable aspect is how VR can effectively help students overcome stage right, particularly those in the first year of their academic journey, such as the participants in the case study presented here. VR's capacity for immersion is well known, and the devices currently available contribute to creating a convincing sense of presence in a virtual environment.  
Figure 6: SUS results (mean and standard deviation).  
During the case study, one student in a group struggled with stage fright. The professors suggested that she be the one to present the demonstration of the robotic system developed by her group. Recognizing her nervousess during preparations, the professors advised her to enter the metaverse from the beginning of the presentation, since she was solely responsible for that part. As the presentation progressed, the student immersed herself in the metaverse, and when the time came for her to perform the demonstration in the virtual space, no signs of nervousness or stage fright were evident. Afterward, when asked about her experience, she expressed that, although she was initially nervous upon entering the metaverse, she quickly became focused on the virtual objects and explanations, losing awareness of the real-world surroundings.  
The aforementioned case indicates that the utilization of educational metaverses for presentations can have broader positive effects beyond just academic achievements. It can empower students to overcome personal challenges, such as stage fright, and it can provide them with a unique platform to showcase their work with confidence and proficiency. The integration of VR into educational settings opens up a realm of possibilities for enhancing students' overall learning experience.  
At this point, the authors of this work would like to also acknowledge the inherent challenges and considerations that come with VR technologies. In addition to the technical limitations, an important aspect to address is the user-centric perspective. Previous studies have demonstrated that not all users have the same level of comfort and preference when it comes to using metaverse hardware, such as VR headsets.  
Although none of the students who participated in this work did, some individuals may experience discomfort, including dizziness, headaches, and even nausea, when exposed to VR imagery. This phenomenon has been reported by users who may be sensitive to the immersive nature of VR experiences.  
To overcome this challenge, it is essential to explore various strategies that can enhance the comfort and usability of metaverse hardware. This might include using hardware with improved ergonomics, offering adjustable settings, and providing guidance to users on how to manage potential discomfort. By addressing user concerns and providing practical solutions, educators and developers can ensure that VR experiences are more inclusive and accessible to a wider range of learners.