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http://dx.doi.org/10.14352/jkaie.2022.26.3.187

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

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)
Publication Information
Journal of The Korean Association of Information Education / v.26, no.3, 2022 , pp. 187-195 More about this Journal
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.
Keywords
Metaverse; Virtual Reality; STEAM; Online Education; Learner's Attitude;
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Times Cited By KSCI : 4  (Citation Analysis)
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