## 2 Literature Review
After the construction training, participants used real building materials to construct a building based on the training content. After the construction training, the participants built walls based on the training content using real building materials. The results showed that the VR-trained subjects performed faster and more efficiently [39]. Another study conducted training on how to use a fire extinguisher. The participants were divided into an image group and a VR group and were trained and tested on the fire extinguisher operation sequence. The test results showed that both groups acquired a high level of knowledge, but the VR group scored higher. Furthermore, the results of the knowledge retention test conducted after 3-4 weeks confirmed that the amount of information possessed by the VR group was greater [40]. The VR group participants showed increased self-efficacy in dealing with real-world fire situations. The term metaverse first appeared in the 1992 novel \"Snow Crash\" by [PERSON]. A metaverse is a virtual world that enables socioeconomic activities analogous to those in the real world. In 2007, the non-profit technology organization Acceleration Studies Foundation (ASF) published the \"Metaverse Roadmap: Pathways to the 3D Web\", which defines a metaverse as the convergence of a virtually enhanced physical reality with a physically sustainable virtual space [41]. The ASF has defined two main characters for a metaverse: the spectrum of technologies and applications, from augmentation to simulation, and the spectrum of identity in the form of digital profiles, such as avatars representing users. Using a virtual avatar in a metaverse, it is possible to interact with the virtual environment. Current popular metaverse platforms include Roblox, Zepeto, Fortnite, and Minecraft. Within these platforms, users are able to immerse themselves in a 3D-based virtual environment to meet each other, buy and sell various digital assets, and build a society. Metaverse platforms have already existed throughout the past two decades. Second Life, developed and serviced by Linden Lab in the US in 2003, is a representative example [42]. Users of Second Life can meet and interact with other online users and build their own environments. Due to these features, studies have been conducted using Second Life to simulate a learning management system, a nursing theory and clinical course, nuclear safety education, and a virtual education tour [43; 44; 45; 46]. In one study, 70.3% of students answered that the method using Second Life as an oral emergency medicine test simulation was closer to reality than the existing method [47]. These results confirm the educational advantages of the metaverse platform. Metaverse education methods utilized in the past have the advantage of being rich in interaction and immersion by removing physical barriers and providing an alternative learning method [48]. The metaverse incorporates numerous cutting-edge technologies, and a smooth environment is maintained only when various technological developments are supported. Therefore, although the metaverse has exhibited many advantages in the past, its popularity was limited because high-end PCs and high-speed Internet were not widely available at the time. However, with the advent of the 5G era and the need for remote communication methods, owing to the influence of the pandemic, metaverse platforms have begun to attract more attention.