DOI QR코드

DOI QR Code

A Bible Didactical Approach to Bibliodrama on the Metaverse Platforms

메타버스 플랫폼을 통한 비블리오드라마 구현에 대한 성서 교수학적 접근

  • Received : 2022.03.04
  • Accepted : 2022.03.29
  • Published : 2022.03.30

Abstract

The purpose of this study is to explore the implementation of Bibliodrama on the metaverse platforms. In other words, to create interesting and effective Bible education for modern learners, this study took a didactical approach to the implementation of Bibliodrama through the metaverse. The main reason to be enthusiastic about using the metaverse for education is because users, who have been only content consumers, now able to experience and create values. As a Bible didactical approach, Bibliodrama is a an emphatical and communicative learning method in the form of role play. Bibliodrama seeks to interact with the world of the learner and the world of the Bible through improvisational acting, to study the Bible. Through the Bible didactical approach, the meeting of Bibliodrama and the metaverse can have a positive effect on modern learners, in terms of improving learning environment and, above all else, increasing learning interest. In terms of biblical didactics, implementing Bibliodrama in the metaverse has the following advantages. First, it helps to construct a dramatic situation and environment so that the meaning of the biblical text can be proved relevant to today's learners, not something belonging to the past. Second, in the metaverse, the historical space and characters of the Bible can be realized in virtual reality to produce a 'situational play'. Demonstrating freedom, imagination and creativity in the metaverse learners play in Bibliodrama. This way they also become aware of the hidden meaning of the blank pages in the Bible. Third, the metaverse environment is not static but dynamic and interactive; Bibliodrama pursues an interpretation that harmonizes spirit and body. Therefore, through the dynamic activities of discovering the meaning and significance of the Bible, it is possible to form a holistic faith in which spirit and body act as one.

본 연구는 메타버스 플랫폼을 통한 비블리오드라마의 구현에 대한 성서 교수학적인 접근을 목적으로 하였다. 즉, 현대의 학습자들에게 흥미롭고 효과적인 성서 교육을 위해 메타버스 가상세계를 통한 비블리오드라마의 구현을 교수학적으로 접근하였다. 교육에서 메타버스에 열광하는 대표적인 이유는 콘텐츠 소비자에 불과했던 이용자들이 체험과 가치 창출까지 가능한 참여자가 되었기 때문이다. 성서 교수학적 접근방법으로 비블리오드라마는 역할극 형태의 공감과 소통을 통한 학습방법으로 성서의 내용을 학습함에 있어서 즉흥적 연기를 통해 학습자의 세계와 성서의 세계와의 상호작용을 추구한다. 비블리오드라마와 메타버스의 만남은 현대의 학습자들에게 무엇보다도 학습 환경과 학습 흥미 측면에서 긍정적인 영향을 미칠 수 있다. 또한 메타버스를 활용하여 비블리오드라마를 구현하면 다음과 같은 장점이 있다 첫째 성서 본문의 의미를 과거가 아니라 오늘의 학습자에게 해당되는 것으로 볼 수 있도록 극적인 상황과 환경을 구성할 수 있다. 둘째, 메타버스에서는 성서의 역사적 공간과 인물을 가상현실에서 구현하여 상황극으로 연출할 수 있다. 학습자는 메타버스에서 자유도와 상상력, 창의성을 발휘하여 비블리오드라마를 구현할 수 있으며, 성서의 사건에서 감추어진 여백의 의미에 주목할 수 있다. 셋째, 메타버스 환경은 정적인 것이 아니라, 역동성과 상호작용이 활발하고, 비블리오드라마는 영과 몸이 함께 어우러지는 해석을 추구한다. 그렇기 때문에 성서의 의미와 가치를 발견하는 동적인 활동들을 통하여 영육이 통합된 전인적인 신앙 형성을 할 수 있다.

Keywords

References

  1. Acceleration Studied Foundation (2006). Metaverse roadmap pathway to the 3D web.
  2. Bienkiewicz, M. M. N., Smykovskyi, A., Olugbade, T., Janaqi, S., Camurri, A., Bianchi-Berthouze, N., Bjorkman, M., & Bardy, B. G. (2021). Bridging the gap between emotion and joint action. Neuroscience & Biobehavioral Reviews, 131, 806-833. https://doi.org/10.1016/j.neubiorev.2021.08.014
  3. Lee, B. K. (2021). The Metaerse world and our future. The Korea Contents Society, 19(1), 13-17.
  4. Cho, Y. H., Yim, S. Y., & Paik, S. (2015). Physical and social presence in 3D virtual role-play for pre-service teachers. The Internet and Higher Education, 25, 70-77. https://doi.org/10.1016/j.iheduc.2015.01.002
  5. Di Blas, N., & Paolini, P. (2014). Multi-user virtual environments fostering collaboration in formal education. Educational Technology & Society, 17(1), 54-69.
  6. Han, S. Y. & Im, C. I. (2020). Research trends on augmented reality education in Korea from 2008 to 2019. Journal of Educational Technology, 36(3), 505-528. https://doi.org/10.17232/kset.36.3.505
  7. Han, S. Y. (2021). Metaverse platform status and prospect. FUTURE HORIZON, 19-24.
  8. Heo, J. Y. (October 18, 2021). [Founding plan, 'Future education, innovati on is the only answer'] Metaverse within the univer ③ sity that is al ready being implemented... "Education is the center of innovation". UNN Korea University Newspaper. Retried from http://news.unn.net/news/articleView.html?idxno=517312
  9. Hidi, S., & Renninger, K. A. (2006). The four-phase model of interest development. Educational Psychologist, 41(2), 111-127. https://doi.org/10.1207/s15326985ep4102_4
  10. Jeoung, J. Y. & Kim, M. C. (2015). Life-logging and changing nature of self. Journal of Social Thoughts and Culture, 19, 317-323.
  11. Jung, E. J. & Kim, N. H. (2021). Virtual and augmented reality for vocational education: A review of major issues. KAFEIAM, 27(1). 79-109. https://doi.org/10.15833/KAFEIAM.27.1.079
  12. Kim, D., Frank, M. G., & Kim, S. T. (2014). Emotional display behavior in different forms of computer mediated communication. Computers in Human Behavior, 30, 222-229. https://doi.org/10.1016/j.chb.2013.09.001
  13. Kim, H. Y. (2008). A study on dynamical biblical education through Bibliodrama. Korean Journal of Psychodrama, 11(1), 59-80. https://doi.org/10.17962/kjp.2008.11.1.004
  14. Kim, H., Suh, K. S., & Lee, U. K. (2013). Effects of collaborative online shopping on shopping experience through social and relational perspectives. Information & Management, 50(4), 169-180. https://doi.org/10.1016/j.im.2013.02.003
  15. Kim, H. Y. (2008). A study on dynamical biblical education through Bibliodrama. Korean Jounal of Psychodrama, 11(1), 59-80. https://doi.org/10.17962/kjp.2008.11.1.004
  16. Kim, M. J. (September 08, 2021). Eunhye Yoo, "The metaverse educational application is a new challenge". Education policy innovation order. Edupress. Retried from http://www.edupress.kr.
  17. Kim, S. G. (2020). Metaverse: The digital earth, the world of floating things. Gyeonggi-do: Plan B Design.
  18. Kim, S. J. (2009). A comprehensive use of action method for the Bibliodrama of the Christian community. Korean Journal of Psychodrama, 12, 23-28. https://doi.org/10.17962/KJP.2009.12.2.003
  19. Kim, S., Yoon, M., & So, Y. (2008). Academic Interests of Korean students: description, diagnosis, & prescription. Korean Journal of Psychological and Social Issues, 14(1), 187-221.
  20. Koh, S., Jeong, H., Kim, J., & Shin, Y. (2021). Metaverse concepts and direction of development. Korea Information Processing Society Review, 28(1), 7-16.
  21. Koh, H. S. (August 09, 2021). What are the educational uses of metaverse, its possibilities and limitations. College Intelligence. Retried from https://www.unipress.co.kr/news/articleView.html?idxno=4193
  22. Koh, S. Y., Jeong, H. G., Kim, J. I. & Shin, Y. T. (2021). Concept and development direction of metaverse. Korea information processing society review, 28(1), 7-16.
  23. Koh. W. S. (2016). Bibliodrama as new approach to Christian education. Christian Education and Information Technology, 48. 1-31.
  24. Koh. W. S. (2019). A new Bible study methodology: Bibliodrama. Church Education, 482, 19-25.
  25. Koh. W. S. (2020). Concept, pioneers, and characteristics of Bibliodrama, A Journal of Christian Education in Korea, 62, 101-133.
  26. Krondorfer, B. (2008). Bibliodrama. (H. Y. Hwang & S. J. Kim Trans.), Seoul:changjisa. (Original work published 1992)
  27. Lee, B. S. (2008). Bibliodrama. Seoul: Jongnobooks.com
  28. Lee, S. H. & Han, S. H. (2021). Metaverse begins: prospects to become five major issues. Software Policy Research Institute. IS-116.
  29. Lee, S. H. (2021). Log in metaverse: log in metaverse: Human × Space × Time Revolution. Software policy research. IS-115.
  30. Lee, S. Y. (July 14, 2021). SK telecom unveils the k-metaverse world 'ifland' platform. Maeil Business News. Retried from https://www.mk.co.kr/news/it/view/2021/07/679305/
  31. Lee. Y. C. (December 08, 2021). Elementary and secondary education and career exploration using metaverse. EPN. Education Policy News. Retried from http://www.edupolnews.com
  32. Lin, H. C. S., Yu, S. J., Sun, J. C. Y., & Jong, M. S. Y. (2019). Engaging university students in a library guide through wearable spherical video-based virtual reality: effects on situational interest and cognitive load. Interactive Learning Environments, 1-16.
  33. Linnenbrink Garcia, L., Patall, E. A., & Messersmith, E. E. (2013). Antecedents and consequences of situational interest. British Journal of Educational Psychology, 83(4), 591-614. https://doi.org/10.1111/j.2044-8279.2012.02080.x
  34. Long, R. (2019). Roblox and effect in education. A Capstone submitted in partial fulfillment of the requirements for the degree of Master of Education in Instructional Technology. Dury University.
  35. Lowenthal, P. R., & Dunlap, J. C. (2020). Social presence and online discussions: a mixed method investigation. Distance Education, 41(4), 490-514. https://doi.org/10.1080/01587919.2020.1821603
  36. Meier, C., Saorin, J., de Leon, A. B., & Cobos, A. G. (2020). Using the Roblox video game engine for creating vitual tours and learning about the sculptural heritage. International Journal of Emerging Technologies in Learning (iJET), 15(20), 268-280.
  37. Ministry of Education Official Blog Retried from https://if-blog.tistory.com/12766
  38. Namu Wiki. Retried from https://namu.wiki/w/ZEPETO. Search word : ZE PETO.
  39. Never corp. Retried from https://www.naverz-corp.com
  40. Oh, C. S., Bailenson, J. N., & Welch, G. F. (2018). A systematic review of social presence: definition, antecedents, and implications. Frontiers in Robotics and AI, 5, 114. https://doi.org/10.3389/frobt.2018.00114
  41. Okereafor, K., & Manny, P. (2020). Understanding cybersecurity challeng of telecommuting and video conferencing appellations in the COVI D-19 pandemic. International Journal in IT & Engineering (IJITE), 8(6). 13-23.
  42. Parong, J., & Mayer, R. E. (2018). Learning science in immersive virtual reality. Journal of Educational Psychology, 110(6), 785. https://doi.org/10.1037/edu0000241
  43. Sung, H. K. (February 09, 2022). "If you don't change, you die"... 100% online degree program/project-oriented curriculum operation. Seoul Economy. Retried from https://www.sedaily.com/NewsVIew/2622QI7964
  44. Urdan, T., & Turner, J. C. (2005). Competence motivation in the classroom. Handbook of Competence and Motivation, 297-317.
  45. Wang, C., Calandra, B., Hibbard, S., & McDowell Lefaiver, M. (2012). Learning effects of an experimental EFL program in second Life. Educational Technology Research and Development, 60(5), 943-961. https://doi.org/10.1007/s11423-012-9259-0
  46. Woo, S. M. (January 26, 2022). [Metaverse] perfect for gatherings... 'Ifland' goes to 80 countries, Maeil Business News. Retried fromhttps://www.mk.co.kr/news/it/view/2022/01/76556
  47. Youngblut, C. (2003). Experience of presence in virtual environments. Institute for defense analyses, Alexandria. doi:10.21236/ada427495
  48. Yu, S. J., Lim T. H,, Ryu, J. H. (2021). The effects of spatial mobility on metaverse based online class on learning presence and interest development in higher education. KAFEIAM, 27(3), 1167-1188. https://doi.org/10.15833/KAFEIAM.27.3.1167