• 제목/요약/키워드: metaverse learning

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A Study on Metaverse Learning Based on TPACK Framework

  • Jee Young, Lee
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권1호
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    • pp.56-62
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    • 2023
  • In the educational environment of the post-COVID-19 era, metaverse learning, which can improve the disadvantages of online learning and improve learning outcomes, is attracting attention. Metaverse is expected to play an important role as a learning experience platform (LXP) that can provide immersion and experience for learners. In order to successfully introduce and utilize metaverse learning that utilizes the metaverse platform, teachers' knowledge of metaverse-related technologies and pedagogical convergence is important. So far, teacher knowledge for educational use of the metaverse has not been explored. In this regard, this study explored the TPACK (Technological, Pedagogical And Content Knowledge) framework as a teacher's knowledge system for metaverse learning. Based on this, this study designed the class contents of metaverse learning. The results of this study are expected to diffuse the importance of TPACK required for metaverse learning and contribute to the development of teachers' competence.

메타버스를 활용한 이공계 대학원생 팀 프로젝트 기반 교육 프로그램 개발 사례 연구 (A Study of Developing Graduate Student Team Project-based Learning Program in the Science and Technology Field Applying Metaverse Technology)

  • 전주희;김마리;김보경;강규리
    • 공학교육연구
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    • 제26권6호
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    • pp.19-29
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    • 2023
  • This study aims to develop and apply a metaverse-based instructional design model for the education in science and technology. It analyzed the concept and characteristics of metaverse, existing non-contact education models, and major teaching strategies systematically. Based on the prior researches, an instructional design model using metaverse is developed that presents metaverse-related teaching strategies and design principles for the before-, during-, and after-lesson phases. Then, this model was applied to a project-based learning program, conducted a perception survey on instructors and learners, and revised the metaverse instructional design model based on the results of the survey. In the Metaverse Instructional Design Model, before-lesson phase is a physical and psychological preparation stage for class participation, which includes familiarization with the Metaverse learning environment, formation of expectations for education, and self-directed pre-learning. During the lesson, to effectively deliver the lesson content, it is necessary to build confidence in the learning environment, promote learning participation, provide reference materials, perform team projects and provide feedback, digest learning content, and transfer learning content. The after-lesson phase provides strategies for ongoing interaction between learners and mentors. This study introduces a new instructional design model that utilizes metaverse and shows the potential of metaverse-based education in science and technology. It also has important implications in that it provides practical guidelines for the effective design and implementation of metaverse-based education.

메타버스 특성요인과 학습 몰입 및 학습 만족도 간의 구조적 관계 분석 : 게더타운을 대상으로 (Analysis of Structural Relationships Among Metaverse Characteristic Factors, Learning Immersion, and Learning Satisfaction: With Gather Town)

  • 김나랑
    • 한국정보시스템학회지:정보시스템연구
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    • 제31권1호
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    • pp.219-238
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    • 2022
  • Purpose The purpose of this study is to investigate the structural relationships between interest, interaction level, presence, which are the characteristics of metaverse, learning immersion, and learning satisfaction, which are learning factors. Design/methodology/approach A questionnaire survey technique was used to achieve the purpose of the study. A questionnaire survey was conducted from November 22 to December 5, 2021, with students with experience in non-face-to-face classes using Gather Town and a total of 114 copies of the questionnaire excluding those with insincere answers were used for empirical analysis. SPSS Win ver.23.0 was used for basic statistical analysis, and AMOS 22.0 was used for the establishment and analysis of a structural equation model. Findings According to the study findings, interest and interaction levels had effects on learning immersion and learning presence, self-efficacy on learning presence, and learning immersion and learning presence on learning satisfaction. This study is meaningful in that it conducted an empirical study to find variables for improving learning immersion by conducting classes based on metaverse. Based on the findings of this study, it was found that interest and interaction, which are the biggest characteristics of metaverse, sustain learning participation and immersion and increase presence thereby enhancing learning satisfaction so that the possibilities of metaverse as a next generation education platform passing the limit of existing real time video platforms can be peeped.

Learning Analytics Framework on Metaverse

  • Sungtae LIM;Eunhee KIM;Hoseung BYUN
    • Educational Technology International
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    • 제24권2호
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    • pp.295-329
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    • 2023
  • The recent development of metaverse-related technology has led to efforts to overcome the limitations of time and space in education by creating a virtual educational environment. To make use of this platform efficiently, applying learning analytics has been proposed as an optimal instructional and learning decision support approach to address these issues by identifying specific rules and patterns generated from learning data, and providing a systematic framework as a guideline to instructors. To achieve this, we employed an inductive, bottom-up approach for framework modeling. During the modeling process, based on the activity system model, we specifically derived the fundamental components of the learning analytics framework centered on learning activities and their contexts. We developed a prototype of the framework through deduplication, categorization, and proceduralization from the components, and refined the learning analytics framework into a 7-stage framework suitable for application in the metaverse through 3 steps of Delphi surveys. Lastly, through a framework model evaluation consisting of seven items, we validated the metaverse learning analytics framework, ensuring its validity.

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

  • 최성연
    • Human Ecology Research
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    • 제62권1호
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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.

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

  • 전재천;정순기
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2021년도 학술논문집
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    • pp.361-368
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    • 2021
  • 코로나19(COVID-19)로 인해 사회·경제·문화 등 일상생활이 근본적으로 변화되고 있으며 인공지능, 데이터, 클라우드 등 정보기술(IT)을 기반으로 하는 디지털 전환(digital transformation)이 가속화되고 있다. 본 연구에서는 가상세계(virtual world)와 현실세계(real world)의 상호작용을 기반으로 하는 메타버스(Metaverse)에 주목하고 메타버스 기반 플랫폼을 교육적으로 활용할 수 있는 가능성을 탐색하였다. 메타버스 기반 플랫폼을 온라인 교육 생태계 관점에서 접근했으며 이는 단순히 온라인 교수·학습 활동 뿐만 아니라 메타버스 내에서 학습, 소통, 공감 등의 전인적 교육 활동이 함께 이루어짐을 의미한다. 이러한 메타버스 플랫폼에서 학습자는 학습 현존감(presence)을 느낄 수 있고, 학습 동기와 몰입이 촉진될 수 있다. 또한 공간 이동의 자율성을 기반으로 자기주도적인 학습을 경험할 수 있다. 메타버스 플랫폼을 적용하기 위해 기술적, 윤리적 한계점도 있으나 높은 기대 수준을 가지는 것 보다는 메타버스 세계의 학습자들의 교육적 상호작용에 초점을 맞추는 것이 바람직할 것이다.

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

  • 신지희;정동훈
    • 정보화정책
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    • 제29권4호
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    • pp.26-42
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    • 2022
  • 본 연구는 학습자 관점에서 메타버스를 활용한 교육 효과를 알아보기 위해 1) 메타버스 교육플랫폼을 사용하기 전후 수업에 대한 기대와 가치가 충족되었는지를 평가하고, 2) 메타버스 기반의 교육 만족도에 영향을 미치는 요인을 자기효능감과 기대-가치 변인을 통해 검증하고자 했다. 이를 위해 기대-가치는 학습효과와 소통, 수업관여도, 그리고 학습 태도로 평가했고, 자기효능감은 과제난이도 선호, 자기조절 효능감, 그리고 자신감으로 살펴보았다. 서울시 동북부의 한 대학교에서 메타버스 교육플랫폼을 활용한 교과목을 신청한 대학생 70명을 대상으로 한 연구 결과, 학습자는 메타버스를 사용하기 전에 메타버스 활용 교육에 대한 기대와 가치 평가가 높았으나, 이용 후 모든 것이 충족되지 않은 것으로 나타났다. 교육 만족도 평가 결과, 기대-가치 평가항목은 메타버스 교육 만족도에 부정적인 영향을 미쳤지만, 학습자의 자기효능감이 높을수록 만족도가 높게 나타나는 경향성이 일부 나타났는데, 자기효능감의 하위요소 중 과제난이도 선호와 자기조절 효능감이 통계적으로 유의미한 것으로 나타났다. 이 연구는 메타버스를 활용한 교육이 이제 막 시작하는 상황에서 학습자 중심의 메타버스 기반 교육 평가라는 점에서 의미가 있다.

Exploring Considerations for Developing Metaverse Ethical Guidelines

  • HoSung WOO;Yong KIM
    • 연구윤리
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    • 제4권2호
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    • pp.1-5
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    • 2023
  • Purpose: There are already hundreds of millions of users of the Metaverse platform, and within a few years, it is expected to develop into a stage for new economic activities with huge industrial ripple effects due to the size of users. The purpose of this study is to derive considerations for the development of metaverse ethical guidelines. Research design, data, and methodology: The concept of the metaverse was examined through various opinions of industry and experts on the metaverse, and literature related to metaverse ethics was analyzed in the Korean journal database. Results: Six issues were identified through the existing research. (1) Establishing a unified definition of metaverse (2) Necessity of establishing ethical principles considering the operator (3) Personal information protection and privacy (4) Expression in a virtual environment (5) Copyright and intellectual property rights of creations (6) Virtual economy and fairness of trade. Conclusions: Metaverse ethics will be developed and implemented in a form and method different from the real world, but basically, continuous discussions on ethical rationality are needed in the process. In addition, since the ethical judgment in the metaverse environment accompanies cultural differences and epochal changes, it is necessary to focus on metaverse ethics cases.

플립드 러닝과 프로젝트 기반 학습을 결합한 메타버스 게임화 교수법이 대학생의 과제가치와 학업적 자기효능감에 미치는 영향 (The Effect of Metaverse Gamification Teaching Method combining Flipped Learning and Project-Based Learning on Task Value and Academic Self-Efficacy of University Students')

  • 배성훈
    • 한국콘텐츠학회논문지
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    • 제22권6호
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    • pp.413-427
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    • 2022
  • 본 연구의 목적은 플립드 러닝과 프로젝트 기반 학습을 결합한 메타버스 게임화 교수법으로 대학생들의 과제가치와 학업적 자기효능감을 향상시키고 이를 검증하는 것이다. 본 연구의 대상은 청주의 K대학교에서 상담 심리학을 전공하는 16명의 대학생들이다. 대학생들은 각각 실험집단과 비교집단에 배정되었다. 실험집단에는 플립드 러닝과 프로젝트 기반 학습을 결합한 메타버스 게임화 교수법이 적용되었고 비교집단에는 단순 강의식 교수법이 적용되었다. 본 연구에서의 종속변인은 과제가치와 학업적 자기효능감이었다. 그리고 각 변인들을 사전, 사후에 측정하였다. 연구 결과 사후 검사에서 실험집단의 과제가치와 학업적 자기효능감은 비교집단에 비해 통계적으로 유의미하게 높았다. 본 연구의 결과는 플립드 러닝과 프로젝트 기반 학습을 결합한 메타버스 게임화 교수법이 대학생들의 과제가치 및 학업적 자기효능감의 향상에 효과적임을 시사한다.

의학교육을 위한 메타버스의 교육적 가능성 탐색 (Exploring the educational potential of metaverse for medical education)

  • 홍현미;윤영현;김영전
    • Journal of Medicine and Life Science
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    • 제20권1호
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    • pp.8-14
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    • 2023
  • Interest in the metaverse is increasing as learners participate in learning with presence, improving learning motivation, and interaction. Currently, the use of metaverse in medical education remains in a test-phase of introduction within some companies, while some medical school professors are beginning to utilize it. Therefore, it is difficult to ascertain whether the metaverse has educational potential when used in medical education. This exploratory study investigates the possibility of the educational use of the metaverse. Both the educational usefulness and the examples of its educational usage in domestic and foreign medical schools are explored. As the metaverse is expected to be introduced and utilized more actively in the future, some of its advantages and limitations in medical education have been identified. In light of the vast potential of the metaverse in medical education, the method of educating and preparing medical students should be developed by preparing a new educational foundation.