• Title/Summary/Keyword: 메타버스교육

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Effectiveness Analysis and Utilization of Game System for Military Education and Training (국방 교육훈련을 위한 게임 효과분석 및 활용방안)

  • Park, Heungsoon;Lee, Yunho
    • Journal of Internet Computing and Services
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    • v.23 no.1
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    • pp.95-103
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    • 2022
  • The goal of education and training in military is to foster strong combatants who can fight and defeat enemies. The Korean military is deeply aware of the importance of education & training, and has been introducing various advanced training systems so far. Despite these efforts, however, the military environment to maintain and strengthen the level of training is becoming increasingly difficult. In this study, it was conducted on the effectiveness analysis and utilization of the game system for military education & training through literature review. As a result of literature analysis, the introduction of the game system could be expected to have various effects throughout the cognitive and behavioral areas. Based on this effect analysis, the concept and shape of game system operation for each purpose were derived, and an improved plan using the game system was proposed.

Unmanned Vehicle-based Realistic Content Training Course Design (무인이동체 기반 실감 콘텐츠 교육 과정 설계)

  • Jin, Young-Hoon;Lee, MyounJae
    • Journal of Internet of Things and Convergence
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    • v.8 no.2
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    • pp.49-54
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    • 2022
  • Immersive contents is content that provides a realistic experience by maximizing the user's five senses, and includes virtual reality, augmented reality, and mixed reality. In order to provide a sense of reality to users in immersive content, it is necessary to provide realistic visual images, hearing, and touch. However, due to the rapid change in the environment for developing immersive content, experts in training human resources are having difficulties in designing the curriculum. In this study, we propose a series of educational courses that use drones to acquire and process real-world measurement data and apply the derived data to VR, AR, and MR to help experts in training immersive content develop talent. The design of training process composes through demand survey and analysis of companies, students, and local communities. This study can be a useful resource for education experts who want to train immersive contents manpower.

A study on the development of cybersecurity experts and training equipment for the digital transformation of the maritime industry (해양산업 디지털전환을 위한 사이버보안 전문 인력양성 방안연구)

  • Jinho Yoo;Jeounggye Lim;Kaemyoung Park
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2022.11a
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    • pp.137-139
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    • 2022
  • As cyber threats in the maritime industry increase due to the digital transformation, the needs for cyber security training for ship's crew and port engineers has increased. The training of seafarers is related to the IMO's STCW convention, so cyber security training also managed and certified, and it is necessary to develop a cybersecurity training system that reflects the characteristics of the OT systemof ships and ports. In this paper, with the goal of developing a training model based on the IMO cyber risk management guideline, developing a cyber security training model based on the characteristics of maritime industry threats, and improving the effectiveness of cyber security training using AR/VR and metaverse, A method for developing a system for nurturing cyber security experts is presented.

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Development of Teaching and Learning Process Plans Based on the Use of the Metaverse ZEP Platform in Practical Arts (Technology & Home Economics) Focusing on the "Family Life" Unit (실과(기술·가정) 교과 '가족' 영역 메타버스 ZEP 플랫폼 기반 교수·학습 과정안 개발)

  • Eun Mi Ko;Sung Sook Kim;Hyoung Sun Kim;Yeon Jeong Kim;Jung Hyun Chae
    • Human Ecology Research
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    • v.61 no.4
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    • pp.543-563
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    • 2023
  • The purpose of this study is to design and develop a Metaverse ZEP platform-based teaching and learning process plan by selecting learning topics that are commonly dealt with among the core concepts of the "family" area of practical (technical and home) subjects. To this end, a teaching and learning process plan was developed through planning, Metaverse platform design, expert review, and revision stages. The Metaverse ZEP "Open Class Day" platform, a virtual learning space, was created and developed to further utilize EduTech programs, such as Padlet, Mentimeter, Jamboard, Miricanvas, and Spatial. The teaching and learning process plan developed in this study consists of a total of seven sessions, including approaching EduTech, Changing Families, Exploring Our Family, and Counseling Centers 1, 2, and 3. Among them, Geumji Counseling Center 1, 2, and 3 was designed as a class in which parents and children participate together in open classes using the ZEP platform. This platform can be used as part of parent classes as well as to encourage online participation in the open classes held periodically at each individual school. In terms of the content validity ratio (CVR) of the developed teaching and learning process verified through five experts, 12 out of 15 questions had a CVR of 1, while the remaining three questions had a CVR of 0.6. The three questions with lower validity were revised and supplemented.

A Study on the Development of Rural Tourism Products in Jeju Island Using Smart Glass - Attracting Group Tourists and Strategies through the Development of Realistic Media Education Contents (스마트글라스를 활용한 제주도 농촌 관광 상품 개발에 관한 연구 - 실감미디어 교육콘텐츠 개발을 통한 단체관광객 유치 및 전략)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.45-51
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    • 2023
  • As COVID-19 made it difficult to travel abroad and attract domestic tourists to foreigners, the phenomenon of MZ generations flocking to Jeju through consumption patterns occurred. In this study, if Jeju Island uses Jeju's rural tourism and smart glasses to study how to attract and cope with domestic tourists after the pandemic and build a mobile application or smart glass to tour based on village maps, the docent guide service through smart glasses will help tourists. Furthermore, it would be very beneficial to introduce a location-based service to provide the necessary information at the location according to the movement path of tourists. In fact, we conclude that it can be implemented through the development of the Hansung Baekje Museum, and hope that the actual media can be applied to free tourist courses such as Jeju Olle Trail, as it provides various contents in selective development such as AR and VR.

Public Practice and Christian Education for Covid-Generation: Uncanny and Incarnational Solidarity (코로나세대 공적 기독교교육의 방향성 연구 : 언캐니(Uncanny)와 성육신적 연대)

  • Yunsoo Joo
    • Journal of Christian Education in Korea
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    • v.74
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    • pp.33-55
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    • 2023
  • This study aims to explore the direction of Christian public practice in the post-COVID era, seeking to overcome the uncanny feeling caused by increased division and exclusion during the pandemic period. Firstly, we will investigate the unequal impact of COVID-19 on the labor market and examine ways to achieve economic justice in the post-COVID era. Subsequently, we will deliberate the role of Christianity in establishing publicness in the digital world and virtual spaces. Finally, viewing COVID-19 as a catastrophe caused by an anthropocentric worldview and exploitation driven by greed, we will explore the tasks of Christianity to overcome the crisis of the Anthropocene. Christian public practice should fulfill its mission of care and stewardship not only in social context but also in an ecological dimension. The author proposes "planetary citizenship education" for a harmonious relationship between human species and the Earth they inhabit.

A Study on "On-tact" Christian Education in the Post-Corona Era (포스트 코로나 시대의 "온택트(ontack)" 기독교교육에 관한 연구)

  • Yang, Kum Hee
    • Journal of Christian Education in Korea
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    • v.68
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    • pp.41-76
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    • 2021
  • This paper begins with the question of whether "on-tact" Christian education, which has become the most new-normal phenomenon since Corona 19, will remain as a decisive form of Christian education even in the post-Corona era. In order to answer that question, this study explored whether on-tact Christian education has its own domain of experience and educational elements that cannot be replaced by face-to-face education, specifically focusing on "types of on-tact Christian Education", "discussion of digital church" and "digital epistemology". Through research on "types of onn-tact Christian education," it confirmed that, when viewed on the basis of 'participation' or 'communication', on-tact Christian education has an independent field of experience and educational elements. Through contemplation on "digital ecclesiology", it found that on-tact education is the decisive channel for Christian education to reach digital generation. It also found a new metaphor from the "network" concept for the public church and the Kingdom of God. This paper also found that we experience the perception of the body that is expanded through the combination between the body and technology in the digital world, and that this is a unique epistemology that occurs only in the digital world. Based on the above points, it affirmed that on-tact Christian education is not simply a means of supplementing face-to-face education in the era of COVID-19, but is a Christian education that has an independent field of experience and educational power that face-to-face education cannot replace. Thus it foresees that on-tact Christian education will continue to expand as a center and form of Christian education even in the post-corona era.

Development and Effectiveness of a University Student Coaching Program Using Metaverse Space (메타버스 공간을 활용한 대학생 코칭 프로그램 개발과 효과)

  • Kyoung A Kim;Hui-Jeong Yun;Jieun Kim
    • Human Ecology Research
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    • v.61 no.3
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    • pp.445-458
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    • 2023
  • This study aims to develop and implement a coaching program in the metaverse space to address issues faced by university students during their life stage and verify their effectiveness. The overall program consists of four sessions: "Opening," "Metaverse-based Coaching Clinic (2 sessions)," and "Coaching Clinic Reflection and Feedback." A total of 20 participants were selected through S University's extracurricular program system. To assess the effectiveness of the program, surveys, as well as focus group interviews (FGIs) were conducted. Using SPSS 26.0, significant differences were observed in the participants' career decision self-efficacy and resilience. The FGIs were conducted with a total of four participants divided into two groups, with each group lasting for one hour. The analysis revealed key phases, including the introductory phase comprising participants' motivation and expectations, the main phases consisting of program operation, coaching perception and outcomes, metaverse environment, and metaverse coaching perception and outcomes, as well as the concluding phase in which recommendations are suggested for subsequent programs. The study confirmed the significant impact of coaching in the metaverse space and highlighted the maximization of coaching effectiveness through mutual anonymity facilitated by avatars. This research holds significance as an exploratory study that practically verifies the potential expansion of the metaverse environment in the coaching field.

A Study of the Case and Effects of Family Festival Using the Metaverse (메타버스를 적용한 가족축제 운영 사례와 효과 분석)

  • Joowon Jung;Kyung Im Chang;Min Hye Kim
    • Human Ecology Research
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    • v.61 no.4
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    • pp.709-721
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    • 2023
  • This study aimed to enhance awareness of diverse families and promote an inclusive, family-friendly culture by implementing the metaverse in a family festival and assessing its effects during the Covid-19 pandemic. To achieve this, the metaverse was applied and operated at the Jung-gu Family Center Family Festival in Seoul from October 29 to November 6, 2021. The design of the Metaverse Family Festival prioritized the integration of metaverse technology and the layout of program-linked spaces to create a realistic experience. The festival was operated with a focus on providing experiential activities and exhibitions. Data comprised program satisfaction and reviews from a sample of 228 festival participants. The key findings were as follows. Firstly, participants shared their interest and joy in experiencing new activities with their families through the Metaverse Family Festival. Secondly, creating a realistic family festival environment proved practical for encouraging active participation. Thirdly, the Metaverse Family Festival was perceived as promoting an inclusive, family-friendly culture by facilitating safe and accessible communication. Fourthly, the festival effectively bridged the digital gap within families, thereby enhancing digital literacy. This study offers new insights for the future design and operation of various programs in family centers and public institutions.

A Case Study on the Promotion of Instructional Design Competencies Among Preservice Home Economics Teachers in Class Using the Metaverse (예비 가정과교사의 메타버스를 활용한 교수설계 역량 증진을 위한 수업 사례연구)

  • Seong Youn Choi
    • Human Ecology Research
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    • v.62 no.1
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    • pp.81-100
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    • 2024
  • This paper presents a case study in which a lesson was designed and applied to enhance preservice home economics teachers' instructional design competence using the metaverse. For 15 weeks from March 6 to June 14, 14 students enrolled on the course 'Multimedia Home Economics Education' for preservice home economics teachers used the metaverse to engage in problem-based learning to solve instructional design problems in home economics classes. In accordance with the ADDIE design model, in the analysis stage, we assessed preservice home economics teachers' level of knowledge of lessons using the metaverse, and their perceptions of the possibility, necessity, and usefulness of using the metaverse in home economics lessons. In the design and development stage, lesson plans, questions for problem-based learning, assessment tools, and teaching and learning materials were developed. The implementation was conducted in parallel with training on understanding multimedia and the metaverse, and instructional design competence was evaluated through pre- and post-testing and reflection journals. The results revealed that the preservice home economics teachers acquired a good understanding of lessons using the metaverse, learned how to design lessons for self-directed learning by applying the metaverse to their home and classroom, and gained confidence in applying it to their teaching practice or in-service work. It is expected that the results of this study will be used as support materials for prospective and current home economics teachers to design home economics lessons using the metaverse, thereby expanding the horizons of home economics education.