• Title/Summary/Keyword: 메타버스 교육

Search Result 138, Processing Time 0.025 seconds

Study on the Application for Christian Education by Metaverse (메타버스의 기독교교육 적용방안)

  • OK, Jang Heum
    • Journal of Christian Education in Korea
    • /
    • v.70
    • /
    • pp.37-74
    • /
    • 2022
  • COVID-19, which occurred in Wuhan, China, made it difficult for Korean churches to face to face worship, therefore metaverse emerged as an alternative to solving these problems. metaverse is forming various platforms through technology expressed in 3I(Immersion, Interactive, virtual Image). The purpose of this study is to analyze the application plan of Christian education by applying metaverse technologies to Christian education. In order to achieve the purpose of this study, first, the definition, type, platform, and technology of the metaverse are presented to examine the key of the metaverse, second, in order to analyze the church from the theological educational aspect, the essence of the church, the mission of the church, and the metaverse church are examined, third in order to apply the metaverse to Christian education, it is classified into worship through the metaverse, education through the metaverse, service through the metaverse, the christian relationship through the metaverse, and missions through the metaverse. The application plan of the metaverse for Christian education is that first, worship can be held through metaverse. Second, education can be performed through the metaverse. Third, the metaverse can be used to fulfill the mission of service. Fourth, through the metaverse, christian can fellowship through the metaverse. Fifth, the missionary mission can be carried out through the metaverse. In conclusion, metaverse is still in the development stage, but various programs should be developed to achieve the purpose of Christian education by utilizing various platforms developed so far and utilizing the advantages of the platform. In particular, the Korean church will be able to utilize various programs such as Sunday worship, Sunday school, youth retreat, QT, Bible school, and pilgrimage through the metaverse to make good use of the characteristics of the metaverse. In addition, metaverse is an extended reality(XR) that integrates VR, AR, and MR, and its strength is an engagement in creative Christian educational activities out of the original Christian education. In the future, metaverse technology can be applied to Christian education in various ways as the fourth industrial technology is developing.

A Study on the Possibilities of Using Metaverse in Mathematics Education (수학교육에서 메타버스의 활용 가능성에 대한 소고)

  • Park, Mangoo
    • Journal of the Korean School Mathematics Society
    • /
    • v.25 no.4
    • /
    • pp.397-422
    • /
    • 2022
  • The purpose of this study was to explore the possibilities of using the Metaverse in mathematics education. The use of the Metaverse started for commercial purposes, and now its use is expanding to all areas, including education. For this study, the researcher analyzed preceding studies related to the Metaverse and the domestic Metaverse platforms for mathematics education in Korea. As a result of the study, the use of Metaverse for mathematics education is still in its beginning stage, and most of the content is limited to mathematical games. However, there are a lot of opportunities and possibilities for mathematics education with Metaverse, and we need to develop the Metaverse platforms specialized for mathematics education with high-quality mathematics content. The researcher suggested to build infrastructure and operate a national level educational Metaverse platform, develop math-specific Metaverse platforms and mathematical content based on field-tested research on the use of the Metaverse platforms. The researcher also emphasized the necessity of teacher education programs for teachers to strengthen the utilization capacity of the Metaverse for mathematics education.

메타버스의 서비스적 특성 도출

  • Choe, Hong-Gyu
    • Broadcasting and Media Magazine
    • /
    • v.27 no.3
    • /
    • pp.25-35
    • /
    • 2022
  • 본 원고에서는 메타버스에 대한 사회적 관심이 증대된 이유를 살펴보고, 이를 통해 메타버스 서비스 유형과 산업 분류의 지형을 알아본다. 그리고 메타버스 서비스가 부각하는 분야로서 교육, 문화예술, 관광, 마케팅, 엔터테인먼트, 생산 등의 분야별 특징을 통해 향후 메타버스를 활용하는 산업이 고려해 볼 만한 메타버스의 특성을 도출한다.

A study on factors affecting intention to use metaverse based on technology acceptance model (기술수용모델을 기반으로 한 메타버스 사용의도 영향 요인 연구)

  • Hyeonmi Hong
    • Journal of The Korean Association of Information Education
    • /
    • v.26 no.6
    • /
    • pp.533-541
    • /
    • 2022
  • Metaverse have begun to attract attention because it facilitate interaction between learners and teachers in non face- to- face environment. In order to use the metaverse in the educational field such as online class, it is important that pre-service teachers intend to use it. The purpose of this study is to analyze the structural relationship between the pre-service teacher's educational competence and the intention to use the metaverse based on the technology acceptance model. The influence factors of flexibility for new technology, teacher efficacy, and TPACK were examined. It was conducted with 240 pre-service teachers, and the data of 183 pre-service teachers finally collected were used for the analysis. As a result of the study, among the metaverse educational competencies of elementary school pre-service teachers, flexibility and TPACK mediate perceived ease, and the pathways affecting metaverse use intention were significant. In this regard, theoretical and practical implications that can be helpful in the discussion and intention of using the metaverse of pre-service teachers were presented.

Research on Safety Education Methodology Based on the Metaverse (메타버스를 기반으로 한 안전교육 방법론에 관한 연구)

  • Hyeon-Gi Baek
    • Journal of Industrial Convergence
    • /
    • v.22 no.1
    • /
    • pp.55-63
    • /
    • 2024
  • This paper discusses the concept and continuously evolving applications of metaverse technology in the field of safety education, and proposes methodologies for employing metaverse technology in safety education. Additionally, it analyzes educational cases using the metaverse to explore specific directions for the advancement of safety education. Therefore, this study aims to propose methodologies for safety education utilizing metaverse technology. Recently, the metaverse has emerged as a new platform in various fields, including education. In particular, safety education using metaverse technology is carried out because it can provide an engaging learning experience by fostering understanding and immersion through interaction, moving away from one-way didactic teaching. This paper proposes a three-stage educational process for safety education using metaverse technology and presents various implementable projects and activity examples for each stage. This approach can contribute to developing practical response skills for various situations, going beyond traditional safety education methods. Future research is expected to deeply explore the long-term effectiveness of this educational methodology and its practical applicability in educational settings.

Utilizing Metaverse for Bidirectional Coding Education (양방향 코딩 교육을 위한 메타버스 활용 방안)

  • Lee, Seung Ho
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.2
    • /
    • pp.288-293
    • /
    • 2022
  • Recently, metaverse is becoming increasingly important in coding education. One of the most important elements in metaverse is interaction in 3D virtual space. However, most existing education methods still utilize metaverse for unidirectional education without making use of interaction. This paper proposes a new method of using metaverse for bidirectional coding education. In the metaverse virtual space, a professor and students are able to share their PC screens for monitoring purposes. Also, once a student sends a request to the professor, the professor can immediately provide proper feedback (such as source codes correction) through access control. This metaverse virtual space is able to include more than two professors that allows for a many-to-many coding education. This paper presents a way of constructing the metaverse environment and teaching scenario, followed by the descriptions of the advantages and requirements for the proposed method.

How to Develop a Metaverse Platform for Educational Purpose: A Focus Group Study

  • Kim, Hee Chul;Kim, Myoeun;Park, Iljun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.9
    • /
    • pp.253-265
    • /
    • 2022
  • The purpose of this study is to make recommendations for developing a Metaverse platform for educational purpose by utilizing focus group interviews with elementary, middle, and high school teachers having experience on metaverse in teaching. 10 teachers participated in the study, and data was collected for two months from January to February in 2022, and two focus groups were formed and interviewed. Data was analyzed by applying content analysis. The results showed that there were 17 sub-themes derived from 6 main guiding questions(What are the advantages of using Metaverse platform in education? What are the advantages of utilizing Metaverse as one of educational software? What are the possible and appropriate classes utilizing Metaverse in future education? What are the possible problems when using Metaverse in education? What are the essential functions which Metaverse should have in education? and Could you provide us with policy recommendations in building Metaverse platform for educational purpose?). Finally, based on the results, recommendations for building Metaverse platform for educational purpose are suggested and limitations of the study and possible future study are discussed.

Exploring the educational applicability of Metaverse-based platforms (메타버스(Metaverse) 기반 플랫폼의 교육적 활용 가능성 탐색)

  • Jeon, Jaecheon;Jung, Soon Ki
    • 한국정보교육학회:학술대회논문집
    • /
    • 2021.08a
    • /
    • pp.361-368
    • /
    • 2021
  • Daily life such as society, economy, and culture is fundamentally changing due to COVID-19, and digital transformation based on information technology (IT) such as artificial intelligence, data, and cloud is accelerating. In this study, we focused on the metaverse, which is based on the interaction between the virtual world and the real world, and explored the possibility of using the metaverse-based platform for education. The metaverse-based platform was approached from the perspective of the online education ecosystem, which means that not only online teaching and learning activities but also holistic educational activities such as learning, communication, and empathy are performed within the metaverse. In this metaverse platform, learners can feel the presence of learning, and learning motivation and immersion can be promoted. In addition, it is possible to experience self-directed learning based on the autonomy of spatial movement. Although there are technical and ethical limitations to applying the metaverse platform, it would be preferable to focus more on the interaction between learners in the metaverse world rather than high expectations.

  • PDF

Proposal for Possibility of Using Metaverse in the 'Earth and Space' Area of Pre-service Elementary Teachers' (초등예비교사의 '지구와 우주' 영역에서 메타버스 활용가능성 제안)

  • Lee, Yong-Seob
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.14 no.3
    • /
    • pp.248-256
    • /
    • 2021
  • The purpose of this study is to investigate the perception of pre-service elementary teachers on the educational approach to metaverse. Questions about metaverse were asked to 71 pre-service elementary teachers who were taking the course 'Study of Textbooks in Elementary Science II'. The results of analyzing the contents of the questions are as follows. The results and conclusions were presented through numerical analysis and static analysis based on the responses to questions presented using the university's LMS system. First, the level of understanding of the metaverse of pre-service elementary teachers is very high. Pre-service elementary teachers, as the MZ generation, are already living in a very fast IT environment that can be the basis of the metaverse, so it would have been helpful to understand the metaverse. Second, the need for the metaverse of pre-service elementary teachers is very high. There was a tendency to think that the perception of pre-service elementary teachers is because the metaverse has many factors that can provide higher quality education beyond the current educational environment. Third, in the question of applicability exploration in the 'Earth and Space' domain of Pre-service elementary teachers, there have been few cases in which instructional design was planned based on instructional design principles. Based on these results, if the possibility of metaverse application is proposed in the 'Earth and Space' domain, educational contents using virtual space that can transcend time and space will be very necessary. Based on these results, suggestions are made as follows. First, educational content incorporating the metaverse technique based on instructional design should be developed and utilized. Second, financial support should be provided so that the metaverse can be implemented in the educational environment. Third, it is necessary to provide training opportunities for teachers (including Pre-service elementary teachers) to give lectures on metaverse.

Effect of Expectancy-Value and Self-Efficacy on the Satisfaction with Metaverse Learning (메타버스를 활용한 교육에 대한 학습자의 기대 - 가치와 자기효능감이 교육 만족도에 미치는 영향)

  • Shin, Ji-Hee;Chung, Dong-Hun
    • Informatization Policy
    • /
    • v.29 no.4
    • /
    • pp.26-42
    • /
    • 2022
  • In order to evaluate the usefulness of metaverse learning from the learner's point of view, this study 1) evaluated whether the expectancy-value of the class was satisfied before and after the learner used the metaverse learning platform and 2) verified factors affecting metaverse learning satisfaction with regard to the self-efficacy and expectancy-value of learners. Expectancy-value was evaluated by the learning effect, communication, class involvement, and learning attitude, whereas self-efficacy was evaluated by preference for task difficulty, self-regulation efficacy, and self-confidence. As a result of a study targeting 70 college students who applied for a few courses using the metaverse platform at a university in the northeastern part of Seoul, learners were found to have high expectations and values for learning before using the metaverse platform, but both were not statistically satisfied after use. In addition, the higher the self-efficacy of the learner, the higher the satisfaction with the metaverse learning, and statistically significant results were found in the task-difficulty preference and self-regulatory efficacy among the sub-factors of self-efficacy. There is a negative causal relationship between expectancy-value factors and satisfaction with metaverse learning. This study implies that it is a learner-centered evaluation of metaverse learning, revealing the expectancy-value effect and factors influencing the satisfaction with metaverse learning.