Exploration for Educational Application of Metaverse: Focusing on Implication for Use in English Education
1
조회
0
다운로드
4
인용
0
참고문헌
키워드
초록
Purpose: As the non-face-to-face situation triggered by COVID-19 continues for a long time, the desire to experience a sense of reality and realism even through an online virtual environment is increasing, and the metaverse is emerging as an alternative in the field of education. Therefore, the purpose of this study is to examine the meaning of metaverse, which has become a hot topic in recent years, from an educational point of view and to suggest the possibility of its application in English education. Method: The social and cultural paradigm of the 4th industrial revolution has brought many changes to the education field and is now expanding into a new area with the metaverse. In this study, what kinds of studies and use cases are related to the recent metaverse in Korea, and what are the types and characteristics of the metaverse that are mainly used. In addition, I would like to examine the characteristics that appear in the application process of educational activities using the metaverse reported in this study, how these characteristics can be grafted into English and teaching and learning activities, and what advantages there can be. Results: As a result of analyzing this from the educational aspect, positive factors of metaverse such as an increase in the educational presence and class participation, alleviation of anxiety, immersive learning, and interest and motivation were selected, focusing on the implications for use in English education. It showed potential for use as a tool. As such, it is judged that the metaverse can play an important role at the center of the future English education that is rapidly changing due to the non-face-to-face situation and the 4th industrial revolution technology. Conclusion: The metaverse can overcome the sense of physical distance, and if the existing metaverse platform is used to the maximum to configure a space suitable for the purpose of learning and provide content, a qualita-tive teaching and learning space can be provided. In the future, based on this study, we expect various types of empirical research to examine the effectiveness by selecting a metaverse platform suitable for the purpose and target of English class and designing an actual class space.
Abstract
Purpose: As the non-face-to-face situation triggered by COVID-19 continues for a long time, the desire to experience a sense of reality and realism even through an online virtual environment is increasing, and the metaverse is emerging as an alternative in the field of education. Therefore, the purpose of this study is to examine the meaning of metaverse, which has become a hot topic in recent years, from an educational point of view and to suggest the possibility of its application in English education. Method: The social and cultural paradigm of the 4th industrial revolution has brought many changes to the education field and is now expanding into a new area with the metaverse. In this study, what kinds of studies and use cases are related to the recent metaverse in Korea, and what are the types and characteristics of the metaverse that are mainly used. In addition, I would like to examine the characteristics that appear in the application process of educational activities using the metaverse reported in this study, how these characteristics can be grafted into English and teaching and learning activities, and what advantages there can be. Results: As a result of analyzing this from the educational aspect, positive factors of metaverse such as an increase in the educational presence and class participation, alleviation of anxiety, immersive learning, and interest and motivation were selected, focusing on the implications for use in English education. It showed potential for use as a tool. As such, it is judged that the metaverse can play an important role at the center of the future English education that is rapidly changing due to the non-face-to-face situation and the 4th industrial revolution technology. Conclusion: The metaverse can overcome the sense of physical distance, and if the existing metaverse platform is used to the maximum to configure a space suitable for the purpose of learning and provide content, a qualita-tive teaching and learning space can be provided. In the future, based on this study, we expect various types of empirical research to examine the effectiveness by selecting a metaverse platform suitable for the purpose and target of English class and designing an actual class space.
참고문헌 (41)
- 이동주, "코로나19 상황에서의 대학 온라인 원격교육 실태와 개선 방안", 멀티미디어 언어교육, 23(3), pp.359~377 (2020), 한국멀티미디어언어교육학회[DOI]
- Fatani TH, "Student Satisfaction with Videoconferencing Teaching Quality during the Covid-19 Pandemic", BMC Medical Education, 20(1), pp.1~8 (2020)
- Lowenthal PR, "Social Presence, Identity, and Online Learning: Research Development and Needs", Distance Education, 38(2), pp.137~140 (2017)
- Serhan D., "Transitioning from Face-to-face to Remote Learning: Students’ Attitudes and Perceptions of using Zoom during Covid-19 Pandemic", International Journal of Technology in Education and Science, 4(4), pp.335~342 (2020)
- 정유선, "메타버스를 활용한 대학생 온라인 수업에서 공간이동 수준이 학습실재감과 흥미발달에 미치는 효과", 교육정보미디어연구, 27(3), pp.1167~1188 (2021), 한국교육정보미디어학회[DOI]
- 강영돈, "코로나19시대, 비대면 교양영어수업의 문제점과 개선방안 -D대학의 핵심역량을 중심으로", 인문사회 21, 12(2), pp.1013~1022 (2021), 인문사회 21
- 이가하, "온라인 화상 교육 몰입도 향상을 위한 디자인 방안 제안 -줌(Zoom)과 웹엑스(Webex)를 중심으로-", 디지털융복합연구, 19(7), pp.341~348 (2021), 한국디지털정책학회[DOI]
- Okereafor K, "Understanding Cybersecurity Challenges of Telecommuting and Video Conferencing Applications in the Covid-19 Pandemic", International Journal in IT & Engineering, 8(6), pp.13~23 (2020)
- 임태형, "메타버스를 활용한 고등학생 진로체험 프로그램 사용자 경험 분석", 학습자중심교과교육연구, 21(15), pp.679~695 (2021), 학습자중심교과교육학회
- Suzuki SN, "Virtual Experiments in Metaverse and Their Applications to Collaborative Projects: The Framework and Its Significance", Procedia Computer Science, 176, pp.2125~2132 (2020)
- Aeri Lee, "Analysis of the Effectiveness of SOFTWARE LIBERAL EDUCATION in a Non-Face-To-Face Environment", Robotics & AI Ethics, 6(4), pp.1~12 (2021), J-INSTITUTE
- 방원석, "Entrepreneurial Marketing in the Era of Multicultural METAVERSE", Robotics & AI Ethics, 6(4), pp.55~63 (2021), J-INSTITUTE
- Yoon HJ, "Remote Learning to the Metaverse Era: Towards a New Interaction and Communication", Journal of the Korean Society of Mechanical Engineers, 61(8), pp.49~54 (2021)
- 홍희경, "메타버스의 교육적 적용을 위한 탐색적 연구", 문화와융합, 43(9), pp.1~22 (2021), 한국문화융합학회
- Park C, "Metaverse and Future Education", Gyoyukgwangjang, 78, pp.13~16 (2021)
- Kuznetcova I, "Rethinking the Use of Multi-user Virtual Environments in Education", Technology, Pedagogy and Education, 29(4), pp.389~405 (2020)
- Nowlan NS, "Skill Assessment in Virtual Learning Environments", IEEE International Conference on Computational Intelligence and Virtual Environments for Measurement Systems and Applications (2018)
- Depp CA, "Development of a Game-based Learning Tool for Applied Team Science Communication in a Virtual Clinical Trial", Journal of Clinical and Translational Science, 2(3), pp.169~172 (2018)
- Beck D, "Augmented and Virtual Reality in Education: Immersive Learning Research", Journal of Educational Computing Research, 57(7), pp.1619~1625 (2019)
- Von Der Emde S, "Technically Speaking: Transforming Language Learning through Virtual Learning Environments (MOOs)", The Modern Language Journal, 85(2), pp.210~225 (2001)
- 김사훈, "3차원 가상세계를 활용한 초등 영어교육 프로그램 적용연구 - 교육과정 설계와 적용, 분석 모형개발 -", 교과교육학연구, 14(2), pp.357~377 (2010), 교과교육연구소[DOI]
- 황요한, "메타버스(Metaverse)로의 초대, 새로운 교육공간의 필요성과 미래교육에 관한 고찰", 언어연구, 37(3), pp.377~389 (2021), 한국현대언어학회[DOI]
- 정지연, "몰입형 가상현실 영어 회화 학습이 언어불안감과 학습 성취도에 미치는 영향", 한국콘텐츠학회 논문지, 21(1), pp.321~332 (2021), 한국콘텐츠학회[DOI]
- 모수경, "실시간 온라인 수업에서 EFL 대학생의 자기 조절에 대한 사회적 실재감과 교수 실재감의 영향", 영어학, 21, pp.795~817 (2021), 한국영어학회[DOI]
- 김은지, "대학 수업에서 학습 몰입과 만족에 영향을 미치는 학습자 내·외적 요인 간의 구조적 관계 탐색", 아시아교육연구, 16(3), pp.107~129 (2015), 교육연구소
- 유경애, "온라인 교양수업에서 대학생의 학업적 자기효능감, 문제해결능력, 자기주도적 학습능력 비교 분석", 교양학 연구, (13), pp.33~58 (2020), 다빈치미래교양연구소[DOI]
- Lee GY, "The Effects of Virtual Reality Learning Activities on the Acquisition of Vocabulary and Attitudes of Elementary Students", Master, pp.2016
- 최성호, "가상현실 교육에서 디바이스의 영향: 몰입, 사회적 자의식, 학습 동기를 중심으로", 한국콘텐츠학회 논문지, 18(1), pp.487~492 (2018), 한국콘텐츠학회[DOI]
- 박종태, "가상현실 기술을 활용한 치아발치 교육콘텐츠가 치아발치에 관한 지식, 수행능력 및 실습만족도에 미치는 효과", 한국콘텐츠학회 논문지, 19(2), pp.650~660 (2019), 한국콘텐츠학회[DOI]
- 김성일, "한국 학생의 학업에 대한 흥미: 실태, 진단 및 처방", 한국심리학회지: 문화 및 사회문제, 14, pp.187~221 (2008), 한국문화및사회문제심리학회
- Hidi S, "The Four-phase Model of Interest Development", Educational Psychologist, 41(2), pp.111~127 (2006)
- Linnenbrink-Garcia L, "Antecedents and Consequences of Situational Interest", British Journal of Educational Psychology, 83(4), pp.591~614 (2013)
- Lin HCS, "Engaging University Students in a Library Guide through Wearable Spherical Video-based Virtual Reality: Effects on Situational Interest and Cognitive Load", Interactive Learning Environments, 29(8), pp.1272~1287 (2021)
- Parong J, "Learning Science in Immersive Virtual Reality", Journal of Educational Psychology, 110(6), pp.785~785 (2018)
- Cho YH, "Physical and Social Presence in 3D Virtual Role-play for Pre-service Teachers", The Internet and Higher Education, 25, pp.70~77 (2015)
- Wang C, "Learning Effects of an Experimental EFL Program in Second Life", Educational Technology Research and Development, 60(5), pp.943~961 (2012)
- 김성연, "가상현실 활용 네트워크 기반 영어 교수·학습의 효과에 관한 연구", 영어교육연구, 22(4), pp.53~74 (2010), 팬코리아영어교육학회[DOI]
- Seongran Ha, "Multicultural Education of South Korea through the VIRTUAL REALITY", Robotics & AI Ethics, 6(3), pp.62~69 (2021), J-INSTITUTE
- Junghye Fran Choi, "Impact of “The Online League of Legends(LoL) GAME School” Program on the COVID-19 Education Crisis: Focusing on Korean Students’ Affective Domain", Robotics & AI Ethics, 6(3), pp.43~51 (2021), J-INSTITUTE
- 강영돈, "A Study on Development of Interactive Communication Education Model for Creative Convergence in PUBLIC VALUE", Public Value, 6(3), pp.61~69 (2021), J-INSTITUTE
- 이혜정, "대학생의 원격교육 경험에 대한 교육적 의미 탐색", 학습자중심교과교육연구, 21(12), pp.761~781 (2021), 학습자중심교과교육학회
