• Title/Summary/Keyword: 메타버스 교육

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Analysis of the Spread of Non-face-to-face Educational Environment using Metaverse (메타버스를 이용한 비대면 교육환경의 확산 현황 분석)

  • Hwang, Eui-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.163-164
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    • 2022
  • 본 연구는 최근 2년(2019.12.1.~2021. 11.30)간 빅카인즈를 이용하여 '메타버스 AND 비대면 교육' 키워드가 포함된 뉴스 검색 결과 1148건을 바탕으로 관계도 분석, 연관어 키워드 빈도수 및 연관어 가중치 분석을 하였다. 첫째, 관계도 분석에서 가중치 '5'로 적용한 12개의 키워드 가중치로 코로나19(64), 아바타(43), 코로나(22), 유니버스(21), 게더타운(15), 패러다임(12), 신입사원(12), 로블록스(7)로 나타났다. 둘째, 연관어 키워드 월간 빈도수로는 2019.12~ 2020.9(0건), 2020.10(1건), 2021.3(19건), 2021.4(34건), 2021.6(72건), 2021.9 (196건), 2021.11애는 233건으로 급격하게 증가하였다. 셋째 키워드와의 연관성(가중치/키워드 빈도수)으로 코로나19(113.96/515), 가상세계(67.75/ 344), 메타버스(58.36/103), 메타(49.8/5730), 가상공간(45.57/380) 순이었다. 이 분석 결과에서 위드코로나 시대의 비대면 교육으로 메타버스에 기반을 둔 가상공간 활용 교육은 더욱 증가될 것으로 예상된다.

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A Study on the Metaverse as an Arts Educational Medium - Focusing on ifland of the SKT Metaverse Platform (예술교육 매체로서 메타버스 사례 연구 - SK텔레콤 ifland를 중심으로)

  • KIM, JOY
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.391-396
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    • 2021
  • The purpose of this study is to study the possibilities and limitations of arts education by utilizing SKT's ifland metaverse Platform for arts majors. To summarize the performance of the study, it is as follows. The subjects of the study were 50 students(25 experimental group, 25 control group) in Performing Arts, Entertainment and Music department of D University located at Gyeonggi, Korea. As a result of analyzing the difference between the pre-test and the post-test between the experimental group and the control group, it was found that there was a statistically significant effect on the effectiveness of the arts education method using the metaverse of the control group. It is hoped that the results of this study will be a case study that cannot be overlooked in the development of the today's arts educational medium as well as the virtual world in the field of arts and in cultural technology research, arts education is no longer a latecomer, but a leading pioneer and main agent, and I hope that it will become a new perspective for various studies connected with industry like the WAVE.

Implementation and Design of Home Economics Education Class utilization of Metaverse Platform in University (대학에서의 메타버스 플랫폼 활용 가정과 수업 개발 및 운영 사례)

  • Ju, Sueun
    • Journal of Korean Home Economics Education Association
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    • v.35 no.1
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    • pp.139-155
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    • 2023
  • The purpose of this study is to improve the digital literacy of pre-service home economics education teachers by designing and applying 'teaching materials and methods of home economics education' class using the Metaverse platform in virtual classes during the Covid-19 pandemic. For this purpose, six lessons of the 'Teaching Materials and Methods of Home Economics Education' classes were designed and applied as a class using the Metaverse platform, and the effectiveness was analyzed. In this study, three types of classes(TBL, discussion, and PBL) were developed and evaluated. The results of the study showed that most of the learners were satisfied with the classes utilizing the Metaverse platform, and the effectiveness of the classes was shown in terms of learner-instructor interaction and the realism of actual classroom cases. Based on these results, it is expected that various home economics education classes utilizing metaverse platforms will be developed and applied to school sites to increase the realism of lessons.

A study on how the main attributes of the metaverse are applied to the currently serviced metaverse platform (메타버스 주요 속성이 현재 서비스 되고 있는 메타버스 플랫폼에 얼마나 적용되고 있는지에 대한 연구)

  • Yong-Kyu Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.337-339
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    • 2023
  • 2025년 메타버스에서 주요 응용시장 전망에 의하면, 헬스케어 1,111억 달러, 제품개발 1,097억 달러, 교육 907억 달러, 프로세스 개선 848억 달러, 유통 622억 달러 규모로 성장할 것으로 예상된다. 또한, 2030년 메타버스 시장은 1조 5429억 달러 규모로 더욱 성장할 것으로 예상 된다. 시장이 커져가며 메타버스는 다양한 기관과 전문가들로부터 다양한 속성이 정의되고 있지만, 메타버스를 실질적으로 개발할 수 있는 기능을 제공하는 메타버스 플랫폼(metaverse platform)은 이러한 주요 속성이 얼마나 잘 적용되고 있는지 현 상황을 연구한다. 전 세계적으로 가장 많은 유저를 보유하고 있는 네이버 제페토와 2022년 9월 론칭하며 게임을 통한 메타버스 구현을 목표로 둔 넥슨의 메이플스토리월드에 메타버스의 주요 속성을 대입한다.

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A Study on the Extended User Experience of 3D Object Shared Training Content (사용자 경험을 위한 3D Object 공유형 교육컨텐츠 연구)

  • Seok-Hun Kim;Hyun-Jin Yeo;Hong-Dae Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.733-734
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    • 2023
  • 코로나 펜데믹 이후 다시 대면활동이 활성화되고 있지만 이미 학습한 비대면 활동은 10대들의 대안적인 활동, 소통, 협업의 공간으로 메타버스가 주목을 받으며 초,중 대학에 이르는 교육영역에 대한 논의와 연구가 활발해지고 있다. 특히 고가의 장비나 사용하기 위험한 교육 교보재를 메타버스 공간에 같이 공유하여 오프라인에서 쉽게 접할 수 없는 확장된 사용자 경험을 제공하기 위한 니즈가 있다. 이에 교육 공간으로서의 메타버스 활용을 뛰어넘어 고가 및 위험성이 있는 제한된 교육경험을 제공할 수 있어야 한다.

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A Study on the Establishment of Metaverse-based Police Education and Training Model (메타버스 기반 경찰 교육훈련모델 구축 방안에 관한 연구)

  • Oh, Seiyouen
    • Journal of the Society of Disaster Information
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    • v.18 no.3
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    • pp.487-494
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    • 2022
  • Purpose: This study proposes a Metaverse-based police education and training model that can efficiently improve the performance of various police activities according to changes in the environment of the times. Method: The structure of this system can generate Avatar Controller expressed using HMD and haptic technology, access the Network Interface, and educate and train individually or on a team basis through the command control module, education and training content module, and analysis module. Result: In the proposed model of this study, the command and control module was incorporated into individual or team-based education and training, enabling organic collaborative training among team members by monitoring the overall situation of terrorism or crime in real time. Conclusion: Metaverses-based individual or team-based police education and training can provide a more efficient and safe education and training environment based on immersion, interaction, and rapid judgment in various situations.

Analysis on Awareness and Actual Condition of Metaverse Utilization in Education for Design Major Students : Focusing on D-University (메타버스 활용 교육에 대한 디자인 전공생의 인식 및 실태 분석 : D 대학교를 중심으로)

  • Heejung Kang;Hyunsuk Han
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.837-842
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    • 2023
  • This study analyzed the awareness and actual condition on metaverse utilization in education for design major students. An online survey was conducted for 14 days from May 10 to 23, 2023, targeting 120 students majoring in design at D University. The evaluation method of the questionnaire was a nominal scale and a 5-point scale, and the questionnaire results were analyzed through SPSS 29.0. First, it is necessary to sufficiently share the advantages of metaverse utilization in education with students, and to provide basic literacy programs utilizing the characteristics of metaverse and supporting class activities. Second, students' response will be higher in studio classes where practical training is conducted rather than information delivery or understanding-oriented lectures. Third, in order for the metaverse to become a means of education in the digital transformation era rather than just a temporarily medium in COVID-19 era, specific and systematic design education programs reflecting the characteristics of the metaverse need to be continuously developed. In addition, it is important for instructors to actively review the use of the metaverse and search for various ways to utilize it.

Discussing Metaverse Ethics with a Movie on Metaverse, 'Ready Player One' (메타버스를 영화 '레디 플레이어 원(Ready Player One)'을 통해 살펴본 메타버스 윤리)

  • Kim, Seong-Hee;Yi, Sang-Wook
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.665-675
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    • 2022
  • After the COVID-19 pandemic, there has been growing interests in metaverse technology and social use of virtual reality platforms in non-face-to-face environments, but social issues and ethical concerns raised by metaverse have not been sufficiently discussed. In this paper, we discuss the social functions of the metaverse by examining the movie 'Ready Player One', and investigate the ethical problems that may arise in various implementation of metaverse. We identify the potential ethical problems that could occur in the context of metaverse including identity fragmentation, metaverse violence and crime, and mismanagement of personal information. We also propose some promising approaches to tackle these ethical problems ranging over descriptive ethics, normative ethics, and analytical (meta) ethics.

An Exploratory Study for the Application of Metaverse in Church Education (메타버스의 교회교육 적용을 위한 탐색적 연구)

  • Nam, Sunwoo
    • Journal of Christian Education in Korea
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    • v.71
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    • pp.241-276
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    • 2022
  • Due to the 4th industrial revolution, which started with the Smart Revolution in the early 21st century, Hyper-Connectivity, Hyper-Convergence and Hyper-Intelligence of our society is accelerating. These changes induced formation of Metaverse as a fused new space that crosses the perimeter of the physical space and virtual(digital) spaces beyond time and place. The characteristics of Metaverse are continuously spread by engaging with the characteristics of the MZ generation, which collects both Millennial generation (M Generation) and Z Generation. With outburst of Covid-19 pandemic, a variety of attempts have been made to utilize Metaverse, even in church education when it was impossible to worship directly. In other words, the usefulness of the Metaverse was confirmed as a new community space of the education of the church. In addition, Metaverse may provide a substantial, experiential and evolving space for church education. However, in order for church education to further develop, the development in the method of education is also required to move beyond mere concept of space. In particular, when the learner-centered education method, one of the common characteristics of the Metaverse and MZ generation, it is thought that the church education in the Metaverse era will be able to go in a more evolving direction.

The metaverse christian educational platform in post-Corona era (포스트코로나 시대 메타버스 기독교교육 플랫폼)

  • Lee, Sun Young;Kim, Nan Ye
    • Journal of Christian Education in Korea
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    • v.71
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    • pp.341-370
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    • 2022
  • As COVID-19 has been converted to an endemic with social distancing lifted, people are getting used to new cultures and lifestyles that are different from before. While the world is now adapting to rapidly changing trends, Christian education is facing a crisis without being able to respond to these changes. Therefore, a new Christian education method is now required. The purpose of this study is to suggest a new Christian education method that allows Christians to properly lead a new era as an alternative to Christian education that is experiencing such a crisis. The study also presents the metaverse Christian education platform, which is a detailed and practical method of Christian education, by incorporating the platform and metaverse that are under the spotlight in the post-Corona era into Christian education. Here, the christian educational platform refers to the system, space, and various materials that can make Christian education efficient and smooth. The metaverse Christian education platform consists of 4 stages according to the size of the platform to activate supply and demand within the platform. Stage 1 is a home education platform, Stage 2 is a community education platform, Stage 3 is a regional union education platform, and Stage 4 is an educational mission platform. The last Stage 4, the educational mission platform utilized the metaverse, which is drastically expanding in the present era, as a method of educational mission. It is meaningful that the educational mission has been embodied by providing small churches and the next generation in underdeveloped countries with educational contents, educational materials, online mentors, virtual communities, and real-time educational broadcasts within the educational platform, using virtual spaces in the metaverse.