DOI QR코드

DOI QR Code

Development and evaluation of virtual world-based elementary education programs

가상세계 기반 초등 교육 프로그램 개발 및 평가

  • Received : 2022.06.14
  • Accepted : 2022.06.23
  • Published : 2022.06.30

Abstract

Students are always preparing for remote classes while taking face-to-face classes due to COVID-19. However, it is true that the class satisfaction with distance learning is not high for students and teachers. The idea that even if remote classes are conducted at home, it would be nice to have classes together like real ones, the need for a virtual world education program that utilizes augmented reality and virtual reality based on the metaverse has emerged. However, there are very few studies that teachers try to apply them to their classes. In this study, a metaverse application curriculum was presented for elementary science and 'space' domains. To implement the metaverse, ZEPETO and COSPACIS EDU were used. In the analysis of content creation with students and evaluation with schoolmates, this study showed that the concentration of learning was increased and creativity improved in the 'real', 'individual', and 'society' domains.

학생들은 코로나19로 인해 대면수업을 하면서도 항상 원격수업에 대한 준비를 하고 있게 되었다. 하지만 원격수업에 대한 수업 만족도는 학생, 교사에게 높지 않은 것이 사실이다. 만약 가정에서 원격수업을 하더라도 진짜처럼 모여서 수업을 하면 좋겠다는 아이디어는 메타버스를 기반으로 증강현실, 가상현실을 활용하는 가상세계 교육 프로그램의 필요성이 대두되었다. 그러나 교사가 이를 활용해 수업에 적용하려는 연구는 매우 부족하다. 본 연구에서는 초등 과학과 '우주' 영역을 대상으로 메타버스 활용 교육과정을 제시하였다. 메타버스를 구현하기 위해 제페토, 코스페이시스 에듀를 사용하였다. 콘텐츠를 학생들과 함께 제작하고 학교 동료들과 평가를 통한 분석에서, 본 연구는 학습 집중도를 높이고, '실재', '개인', '사회' 영역에서 창의성이 향상된 것으로 나타났다

Keywords

References

  1. Bell, S. (2010). Project-based learning for the 21st century: Skills for the future. Journal of Educational Strategies, 83(2), 39-43.
  2. Cases and Pros and Cons of Virtual Reality (VR) Education (2017), GRACTOR Blog. Retrieved from https://gractor.tistory.com/
  3. Cospaces Edu(2022), Retrieved from https://edu.cospaces.io/
  4. Kang In-ae, Jung Eun-sil. (2010). Learning Activity Satisfaction by Team Formation Method: Case Study by Qualitative Data Analysis, Education Method Study, 22(3), 67-95.
  5. Kim Hyewon (2020). A case study on interaction types and learning motivations in small group activities in Project-Based Learning: Focusing on the area of 'materials and possibilities' in elementary school mathematics. Doctoral dissertation, Graduate School of Ewha Womans University.
  6. Kim, K.H.(2009), Analysis of the effectiveness of classes using augmented reality content, Journal of the Korean Society for Information Education, 13(3).
  7. Kim, S.K.(2020). Metaverse , Plan B Design.
  8. Koh, J. H. L., Herring, S. C., & Hew, K. F. (2010). Project-based learning and student knowledge construction during asynchronous online discussion. Internet and Higher Education, 13, 284-291. https://doi.org/10.1016/j.iheduc.2010.09.003
  9. Ministry of Education. (2015a). Software training operation guide manual. Seoul: Ministry of Education.
  10. Ministry of Education. (2015b). Science Department Curriculum, Ministry of Education Notice No. 2015-74 (Annex 9). Seoul: Ministry of Education.
  11. Nam Choongmo , Kim Chongwoo. (2018). A comparative study of virtual reality content creation education according to learners. Journal of Information Education Association, 22(5), 585-592. https://doi.org/10.14352/jkaie.2018.22.5.585
  12. Nam Choongmo , Kim Chongwoo. (2018). A study on the education of elementary school students to create virtual reality contents. Journal of the Information Education Association, 22(1), 33-40. https://doi.org/10.14352/jkaie.2018.22.1.33
  13. Nam Choongmo , Kim Chongwoo. (2022). A Study on the Effect of Metaverse Education on Creativity. The Korean Information Education Research Journal, 13(1) 81-85.
  14. Oh Jeong-cheol. (2019). A puzzle-based computer education program for developing computational thinking and creativity. Doctoral dissertation, Graduate School of Jeju National University.
  15. Yoon. J.H.(2021). Next Tourism , Plan B Design.
  16. Zepeto(2022), Retrieved from https://zepeto.me/