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The Metaverse Education Platform with the characteristics of a game using an electronic blackboard

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초록

The need for non-face-to-face education platforms has been accelerated by the COVID-19 pandemic. In order to prevent the spread of the coronavirus, most educational institutions in Korea minimized commuting to and from school, and the teaching method changed to a form of video conferencing using a network. The non-face-to-face education platform in the form of video conferencing did not induce active participation in classes by supporting only static interaction for instructors and students, and greatly reduced the quality of classes by placing great restrictions on instructors' teaching methods. This paper proposes a metaverse-type web-based non-face-to-face education platform "Off-On Class" with game characteristics to increase students' autonomous class participation rate. "Off-On Class" was developed and piloted by analyzing the requirements of the non-face-to-face education platform at the Gangnam Mathematical Power Academy.

Abstract

The need for non-face-to-face education platforms has been accelerated by the COVID-19 pandemic. In order to prevent the spread of the coronavirus, most educational institutions in Korea minimized commuting to and from school, and the teaching method changed to a form of video conferencing using a network. The non-face-to-face education platform in the form of video conferencing did not induce active participation in classes by supporting only static interaction for instructors and students, and greatly reduced the quality of classes by placing great restrictions on instructors' teaching methods. This paper proposes a metaverse-type web-based non-face-to-face education platform "Off-On Class" with game characteristics to increase students' autonomous class participation rate. "Off-On Class" was developed and piloted by analyzing the requirements of the non-face-to-face education platform at the Gangnam Mathematical Power Academy.

참고문헌 (19)

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