Browse > Article
http://dx.doi.org/10.14352/jkaie.2022.26.3.219

Development and evaluation of virtual world-based elementary education programs  

Nam, Choongmo (Songdang elementary School)
Kim, Chongwoo (Major. Elementary computer education, Jeju National University)
Publication Information
Journal of The Korean Association of Information Education / v.26, no.3, 2022 , pp. 219-227 More about this Journal
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.
Keywords
metaverse; ZEPETO; VR; AR; Cospaces Edu;
Citations & Related Records
Times Cited By KSCI : 2  (Citation Analysis)
연도 인용수 순위
1 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.   DOI
2 Kim, K.H.(2009), Analysis of the effectiveness of classes using augmented reality content, Journal of the Korean Society for Information Education, 13(3).
3 Cospaces Edu(2022), Retrieved from https://edu.cospaces.io/
4 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.   DOI
5 Kim, S.K.(2020). Metaverse , Plan B Design.
6 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.   DOI
7 Ministry of Education. (2015a). Software training operation guide manual. Seoul: Ministry of Education.
8 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.
9 Yoon. J.H.(2021). Next Tourism , Plan B Design.
10 Oh Jeong-cheol. (2019). A puzzle-based computer education program for developing computational thinking and creativity. Doctoral dissertation, Graduate School of Jeju National University.
11 Bell, S. (2010). Project-based learning for the 21st century: Skills for the future. Journal of Educational Strategies, 83(2), 39-43.
12 Cases and Pros and Cons of Virtual Reality (VR) Education (2017), GRACTOR Blog. Retrieved from https://gractor.tistory.com/
13 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.
14 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.
15 Zepeto(2022), Retrieved from https://zepeto.me/
16 Ministry of Education. (2015b). Science Department Curriculum, Ministry of Education Notice No. 2015-74 (Annex 9). Seoul: Ministry of Education.