GPT-Powered Metaverse Simulations for Professional Communication among Community College Learners
Shin Yi Chew, Universiti Malaya (Malaysia)
Bee Yen Toh, Queen’s University Belfast (United Kingdom)
Abstract
Limited access to realistic, low-risk professional communication practice can restrict learners’ confidence and readiness for workplace interaction. This study evaluates the Business Hub, a GPT-powered metaverse zone designed to develop workplace English, presentation skills, audience response, and task-based speaking. Nine simulations provided presentation spaces, workplace communication activities, guided speaking practice, and question-and-answer interactions in which GPT-powered avatars acted as audience members, customers, interviewers, managers, or communication coaches. The study involved 620 community college students from underprivileged communities. A quantitative evaluation combined learner self-report measures with measurement-model and learner-experience analyses. Learners reported favourable levels of intention to use, ease and enjoyment, perceived performance, and perceived usefulness, although dizziness remained a design concern. The measurement model showed acceptable fit, convergent validity, and reliability. Intention to use and perceived performance were closely associated with affective evaluation, suggesting that learners who felt more capable and willing to continue using the platform also viewed the experience more positively. Presence supported learning by structuring communication practice rather than functioning merely as visual novelty.The findings indicate that GPT-powered metaverse simulations can extend access to practical, repeatable, and guided professional communication rehearsal, particularly for underprivileged learners. Effective designs require clearly defined tasks, manageable interaction steps, realistic avatar prompts, and feedback that helps learners sustain speech, clarify ideas, and respond to workplace-style questions. The study contributes an inclusive and scalable model for employability-focused language learning through metaverse-based interaction.
Keywords: GPT-Powered Avatars; Metaverse Learning; Professional Communication; Workplace English; Underprivileged Learners; Language For Specific Purposes
REFERENCES
[1] Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319–340. https://doi.org/10.2307/249008
[2] Klímová, B., & Ibna Seraj, P. M. (2023). The use of chatbots in university EFL settings: Research trends and pedagogical implications. Frontiers in Psychology, 14, Article 1131506. https://doi.org/10.3389/fpsyg.2023.1131506
[3] Makransky, G., & Petersen, G. B. (2021). The cognitive affective model of immersive learning (CAMIL): A theoretical research-based model of learning in immersive virtual reality. Educational Psychology Review, 33, 937–958. https://doi.org/10.1007/s10648-020-09586-2
Innovation in Language Learning

























