DOI QR코드

DOI QR Code

Analysis of learner's attitude and satisfaction through development and application of metaverse environment STEAM educational program

메타버스 환경의 융합(STEAM) 교육 프로그램 개발과 적용을 통한 학습자 태도 및 만족도 분석

  • Jeon, Jae Cheon (School of Computer Science and Engineering, Kyungpook National University) ;
  • Jang, Jun Hyeok (School of Computer Science and Engineering, Kyungpook National University) ;
  • Jung, Soon Ki (School of Computer Science and Engineering, Kyungpook National University)
  • 전재천 (경북대학교 컴퓨터학부) ;
  • 장준혁 (경북대학교 컴퓨터학부) ;
  • 정순기 (경북대학교 컴퓨터학부)
  • Received : 2022.04.15
  • Accepted : 2022.06.27
  • Published : 2022.06.30

Abstract

Recently, with interest in metaverse, attempts are being made to utilize the metaverse platform in various forms. In this paper, we focused on the educational application potential of metaverse, and developed and applied a metaverse STEAM program to provide an effective learning experience to learners in non-face-to-face educational situations. The developed program utilizes Minecraft and ZEPETO, familiar to students, as metaverse learning platforms, and consists of a total of 16 lessons of 5 modules in the form of modules so that alternative classes can take place in the educational field. Through this, the learner's change in STEAM attitude and learning satisfaction were measured, and through the developed STEAM program, the learner's interest, consideration, communication, usefulness, self-concept, self-efficacy, and career choice areas significantly increased. In addition, positive results were confirmed in all areas of the learner satisfaction test related to satisfaction, interest, and overall class. In the future, considering the characteristics of the metaverse, it is necessary to break free from the constraints of time and space to communicate anew, and various learner-centered educational approaches based on a high degree of freedom and immersion should be implemented.

최근 메타버스(Metaverse)에 대한 관심과 함께 메타버스 플랫폼을 다양한 형태로 활용하려는 시도가 이루어지고 있다. 본 논문에서는 메타버스가 가지고 있는 교육적 활용 가능성에 주목하고, 비대면 교육 상황에서 학습자에게 효과적인 학습 경험을 제공하기 위한 메타버스 환경의 융합(STEAM) 프로그램을 개발 및 적용하였다. 개발한 프로그램은 학생들에게 친숙한 마인크래프트와 제페토를 메타버스 학습 플랫폼으로 활용하였고, 모듈 형태의 5가지 주제를 총 16차시로 구성하여 교육 현장에서 차시 대체형 수업이 이루어질 수 있도록 하였다. 이를 통해 학습자의 STEAM 태도의 변화 및 학습 만족도를 측정했으며, 개발한 융합 프로그램을 통해 학습자의 흥미, 배려, 소통, 유용성, 자아개념, 자아효능감, 진로선택 영역이 유의미하게 상승한 것으로 나타났다. 또한 만족도, 흥미, 수업 전반과 관련된 학습자 만족도 검사 전 영역에서도 긍정적인 결과가 확인되었다. 향후 메타버스의 특성을 고려하여 시공간의 제약을 탈피하여 새롭게 소통하고, 높은 자유도와 몰입도를 바탕으로 하는 학습자 중심의 다양한 교육적 접근이 이루어져야 할 것이다.

Keywords

Acknowledgement

이 연구는 2021년도 정부의 재원으로 한국과학창의재단의 지원을 받아 수행된 성과물임(2021년 STEAM 교사연구회 결과보고서의 일부를 재구성하였음)

References

  1. Ahn, J.S. (2018). The effect of mathematical beliefs and attitudes utilizing STEAM education through smart mathematical program. Journal of Learner-Centered Curriculum and Instruction, 18(17), 95-125.
  2. ASF. (2007). Metaverse Roadmap Overview (Online). http://www.metaverseroadmap.org/overview/
  3. Bae, Y.K., Park, P.W., Moon, G.S., Yoo, I.H., Kim, W.Y., Lee, H.N. & Shin, S.K. (2018). An Instructional Design of STEAM Programs using Virtual Reality Equipment and Analysis of its Effectiveness and Attitude of Learners. Journal of The Korean Association of Information Education, 22(5), 593-603. https://doi.org/10.14352/jkaie.2018.22.5.593
  4. Baek, Y.S., Park, H.J., Kim, Y.M., Noh S.G., Lee, J.Y. & Jeong, J.S. (2012). Basic research for establishing the implementation direction of Convergence Talent Education (STEAM). Korea Science and Creativity Foundation Research Report.
  5. Gye, B.K., Han, N.R., Kim, E.J., Park, Y.J. & Cho, S.Y. (2021). Educational Utilization of Metaverse:Possibility and Limitations. Korea Education and Research Information Service.
  6. Hong, M.A., Hwang, B.K. & Choi, J.H. (2012). The Development of STEAM Education Textbook on Water Pollution. Journal of the environmental sciences, 21(8), 909-929. https://doi.org/10.5322/JES.2012.21.8.909
  7. Jeremy N. Bailenson, Nick Yee, Jim Blascovich, Andrew C. Beall, Nicole Lundblad & Michael Jin (2008) The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context, Journal of the Learning Sciences, 17(1), 102-141. https://doi.org/10.1080/10508400701793141
  8. Joint ministries. (2022). Digital Newdeal 2.0 Hyper-connected new industry Improvement: Leading Strategy of Metaverse new industry. The Government of the Republic of Korea
  9. Kim, E.J., Min, J.S., Son, M.H., Shin, Y.O. & Han, H.J. (2019). Joyful Class with STEAM Education, Korea Foundation for the Advancement of Science & Creativity.
  10. Kim, J.W. & Won, H.H. (2016). The Effect of Creativity in STEAM Education by Meta-Analysis. Korean Journal of Educational Research, 54(2), 169-195.
  11. Korea Foundation for the Advancement of Science & Creativity. (2021). Questionnaire of STEAM Education Attitude and Satisfaction Research. Korea Foundation for the Advancement of Science & Creativity.
  12. Kuenzi, J.J(2008). Science, Technology, Engineering, and Mathematics (STEM) Education: Background, Federal Policy, and Legislative Action. congressional Research Service Reports. Retrieved from https://digitalcommons.unl.edu/cgi/viewcontent.cgi?article=1034&context=crsdocs
  13. Lee, K.A. (2021). Art Education in the Era of Metaverse. Art Education Research Review, 35(3), 324-348.
  14. Lee, Y.H. (2021). Development and effectiveness analysis of artificial intelligence STEAM education program. Journal of The Korean Association of Information Education, 25(1), 71-79. https://doi.org/10.14352/jkaie.2021.25.1.71
  15. McNamara, D. S., & Bailenson, J. N. (2021). Nonverbal Overload: A Theoretical Argument for the Causes of Zoom Fatigue. Technology, Mind, and Behavior, 2(1). https://doi.org/10.1037/tmb0000030
  16. Son, J.M., Lee, S.H. & Han, J.H. (2022). The Effectiveness of Collaborative Learning in SW Education based on Metaverse Platform. Journal of The Korean Association of Information Education, 26(1), 11-22. https://doi.org/10.14352/jkaie.2022.26.1.11