Gemelos digitales y metaverso en la educación STEAM: una revisión sistemática del estado del arte

Autores/as

DOI:

https://doi.org/10.71112/617ad245

Palabras clave:

gemelos digitales, metaversos, STEAM, aprendizaje e internet de las cosas.

Resumen

El avance de las tecnologías de realidad virtual (VR) y aumentada (AR) ha hecho posible la incorporación de espacios digitales inmersivos como metaversos; a estos desafíos se le suma el Internet de las cosas (IoT) que permite la implementación de soluciones de control remoto. Este avance ha dado lugar a los gemelos digitales, representaciones virtuales de sistemas físicos, que permiten simular y predecir comportamientos en tiempo real. Estas tecnologías están transformando la industria 4.0, con mejoras en eficiencia y personalización. Los retos como la interoperabilidad de sistemas, protección de la privacidad y escalabilidad, además de su aplicación en el sector educativo para potenciar el aprendizaje de Ciencia, Tecnología, Ingeniería, Arte y Matemáticas (STEAM). Este artículo presenta una investigación del estado del arte, sintetizando los principales hallazgos encontrados acerca de los Metaversos y Gemelos digitales, aplicados al desarrollo de aprendizajes mediante STEAM. Se implementó una metodología sistemática de literatura, encontrando de forma general que la combinación del IoT y el metaverso en el ámbito educativo ha facilitado la creación de plataformas más interactivas y conectadas, que estimulan la participación de los estudiantes en entornos de aprendizaje virtual.

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Publicado

2026-07-03

Número

Sección

Ciencias Computacionales

Cómo citar

Gallego Ruiz, L. E., Gil Herrera, R. de J. ., Millán Rojas, E. E. ., & Correa Cruz, L. . (2026). Gemelos digitales y metaverso en la educación STEAM: una revisión sistemática del estado del arte. Revista Multidisciplinar Epistemología De Las Ciencias, 3(3), 118-146. https://doi.org/10.71112/617ad245