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Educational Industry Use of Metaverse Platform as a Learning Space in the Cultural Content Area

문화콘텐츠 영역에서 학습공간 메타버스 플랫폼의 교육산업적 활용

  • Hye Kyoung Lee (Dept. of Digital content, Konyang University)
  • 이혜경 (건양대학교 디지털콘텐츠학과)
  • Received : 2024.09.30
  • Accepted : 2024.10.18
  • Published : 2024.10.31

Abstract

This study aims to examine the educational use of the metaverse platform according to changes in the social environment. In addition, it will examine how and with what the learning space to be realized through artificial intelligence should be filled as the learner's demand and the reality of the education industry are intertwined.(Interestingly, in the virtual world, each person can create their own character and participate in educational activities by utilizing various contents.) To this end, it will explore materials expressed in various forms and add educational interpretation. In particular, it will examine literature and examples related to the metaverse platform to understand and explain its functioning method. As is well known, the 4th industrial revolution and the COVID-19 pandemic have presented a social environment for applying cutting-edge technologies using artificial intelligence to the field of education, even though they have surpassed the predictability of the development process. Edu-tech, which emerged in this situation, has not only developed the education industry but also transformed online spaces into actual educational spaces. In this reality, this study confirmed the possibility that the metaverse as an educational platform can reshape the field of the education industry by showing how it can provide differentiated experiences and values by utilizing cultural content developed through the complex application of various technologies. And this could be an alternative that can overcome the limitations of existing educational methods.

이 연구는 사회적 환경의 변화에 따른 메타버스 플랫폼의 교육적 활용을 다룬다. 또한, 학습자의 수요와 교육산업의 현실이 맞물리면서 인공지능을 매개로 시현될 그러한 학습의 장(場)이 무엇으로 어떻게 채워져야 하는지도 살피려 한다-흥미롭게도 가상세계 안에서는 다양한 콘텐츠를 활용해 자신의 캐릭터를 만들어 교육 활동에 참여할 수도 있다.-. 이를 위해서 다양한 형태로 표현된 자료를 탐색하면서 교육적 해석을 가미하고자 한다. 특히 메타버스 플랫폼과 관련된 문헌과 실례를 톺아봄으로써 그 기능 방식을 이해하고 설명하는 전거로 삼고자 한다. 주지하다시피 제4차 산업혁명과 코로나19 팬데믹은 전개 과정의 예측 가능성을 뛰어넘었음에도 인공지능이 쓰인 첨단기술을 교육 분야에 적용하기 위한 사회적 환경을 제시해 주었다. 이와 함께 에듀테크(edu-tech)라는 개념의 등장이 시사하듯 교육산업의 발전은 물론 과학기술로 구현된 온라인 공간을 실제 교육의 장으로 탈바꿈시켰다. 이 연구에서는 이 같은 현실 속에서 교육 플랫폼으로서 메타버스가 다양한 기술의 복합적 적용으로 개발된 문화적 콘텐츠를 활용해 차별화된 경험과 가치를 제공하는 모습을 보여줌으로써 교육산업의 현장을 새롭게 형성할 수 있는 가능성을 확인하였다. 그리고 이는 기존 교육방식의 한계를 극복할 수 있는 하나의 대안이 될 수 있으리라 본다.

Keywords

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