DOI QR코드

DOI QR Code

비대면 시대에 메타버스를 이용한 교육의 효과와 적용사례에 대한 연구

A Study on the Effects and Application Cases of Education Using Metaverse in the Non-Face-To-Face Era

  • 송은지 (남서울대학교 컴퓨터소프트웨어학과)
  • 투고 : 2022.07.25
  • 심사 : 2022.08.19
  • 발행 : 2022.08.31

초록

최근 가상증강현실 기술의 발달로 메타버스가 차세대 인터넷 시대를 주도할 새로운 패러다임으로 떠오르면서 사회나 경제적 활동이 게임, 엔터테인먼트, 음악, 콘텐츠 산업 등을 중심으로 확산 중이다. 더구나 코로나19 발생 이후 비대면 전환이 가속화되면서 생활양식과 산업현장이 언택트(Untact)화 되고 나아가 빠르게 메타버스화 되고 있다. 특히, 교육 분야에 메타버스 적용이 주목받고 있는데, 이는 아바타를 이용한 실시간 음성 대화, 3차원 오브젝트, 360도 영상 등을 활용하는 실감형 수업이 몰입도를 높여 원격 교육의 한계를 극복할 수 있기 때문이다. 본 연구에서는 메타버스의 개념을 살펴보고 메타버스를 활용한 교육이 비대면 시대에 교육의 효과를 높일 수 있는 대안이 될 수 있음을 고찰한다. 특히 언어교육에 효율적임을 보이고 실제 메타버스 기반 한국어 언어교육 프로그램을 제안한다.

Recently, with the development of virtual and augmented reality technology, metaverse is emerging as a new paradigm that will lead the next-generation internet era, and social and economic activities are spreading around the game, entertainment, music, and content industries. Moreover, as non-face-to-face conversion accelerated after the outbreak of COVID-19, lifestyles and industrial sites are becoming untact and further rapidly becoming a metaverse. In particular, the application of metaverse to the education field is attracting attention because realistic classes using real-time voice conversations using avatars, 3D objects, and 360-degree images can increase immersion and overcome the limitations of distance education. This study examines the concept of metaverse and examines that education using metaverse can be an alternative that can increase the efficiency of education in the non-face-to-face era. In particular, it shows that it is effective in language education and suggests an actual metaverse-based Korea language education program.

키워드

과제정보

이 논문은 2022년도 남서울대학교 학술연구비 지원에 의해 연구되었음.

참고문헌

  1. S. H. Lee and S. Y. Han, "Metaverse begins : 5 Major Issues and Forecast," Software Policy& Research Institute : Issue Report IS-116, 2021.
  2. N. Stephenson, Snow Crash, Birds and Fish, 1996.
  3. S. H. Park and J. H. Son, "Virtual world evolution and top 10 issues prospects," National Information Society Agency : IT& Future Strategy, 2009.
  4. University Intellect In&Out, "What are the possibilities and limitations of the educational use of metaverse?," Aug. 9, 2021 [Online]. Available: https://www.unipress.co.kr/news/articleView.html?idxno=4193 2021.8.
  5. G. S. Yoo and K. Chun, "A study on the development of a game-type language education service platform based on metaverse," Journal of Digital Contents Society, vol. 22, no. 9, pp. 1377-1386, 2021. https://doi.org/10.9728/dcs.2021.22.9.1377
  6. S. Y. Kim, "For students from multicultural families support for Korean language education," Korea Institute for Curriculum and Evaluation : ORM 2009-5-9, 2009.
  7. X. Chen and E. K. Choi, "A study on an elementary-level Korean language program using immersive content: Focusing on the textbook of Korean language institutes affiliated with Universities," Journal of Education & Culture, vol. 26, no. 2, pp. 837-864, 2020.
  8. S. S. Ryu, "An exploratory study on the possibility of metaverse-based Korean language subject design," Korean Journal of General Education, vol. 16, no. 2, pp. 289-305, 2022. https://doi.org/10.46392/kjge.2022.16.2.289
  9. W. C. Cho and W. S. Cho, "A case study of Korean pronunciation and intonation education for multicultural community members:Focusing on voice training academics," Journal of Multicultural Education Studies, vol. 11, no. 1, pp. 61-86, 2018.