A Bible Didactical Approach to Bibliodrama on the Metaverse Platforms
0
조회
0
다운로드
2
인용
0
참고문헌
키워드
초록
The purpose of this study is a Bible didactical approach about the implementation of Bibliodrama through the metaverse platforms. In other words, for an interesting and effective Bible education to modern learners, this study took a didactical approach on the implementation of Bibliodrama through using metaverse. The representative reason for being enthusiastic about metaverse in education is because the participation of users, who were only could be content consumers, has become possible to experience and create values. As a bible didactical approach, Bibliodrama is a learning method through empathy and communication in the form of role play. Bibliodrama seeks to interact with the world of the learner and the world of the Bible through improvisational acting for Bible study. Through the Bible didactical approach, the meeting of Bibliodrama and metaverse can have a positive effect on modern learners in terms of learning environment and learning interest above all else. In terms of biblical didactics, implementing a Bibliodrama in the metaverse has the following advantages. First, a dramatic situation and environment can be constructed so that the meaning of the biblical text can be seen as relevant to today's learners, not as the one in the past. Second, in the metaverse, the historical space and characters of the Bible can be realized in virtual reality to produce a situational play. Therefore, the learner would become to realize the Bibliodrama by demonstrating freedom, imagination and creativity in the metaverse, and also they can pay attention to the meaning of the blank space hidden in the events of the Bible. Third, the metaverse environment is not static, but dynamic and interactive, and Bibliodrama pursues an interpretation that harmonizes spirit and body. Therefore, through the dynamic activities of discovering the meaning and value of the Bible, it is possible to form a holistic faith in which spirit and body are integrated.
Abstract
The purpose of this study is a Bible didactical approach about the implementation of Bibliodrama through the metaverse platforms. In other words, for an interesting and effective Bible education to modern learners, this study took a didactical approach on the implementation of Bibliodrama through using metaverse. The representative reason for being enthusiastic about metaverse in education is because the participation of users, who were only could be content consumers, has become possible to experience and create values. As a bible didactical approach, Bibliodrama is a learning method through empathy and communication in the form of role play. Bibliodrama seeks to interact with the world of the learner and the world of the Bible through improvisational acting for Bible study. Through the Bible didactical approach, the meeting of Bibliodrama and metaverse can have a positive effect on modern learners in terms of learning environment and learning interest above all else. In terms of biblical didactics, implementing a Bibliodrama in the metaverse has the following advantages. First, a dramatic situation and environment can be constructed so that the meaning of the biblical text can be seen as relevant to today's learners, not as the one in the past. Second, in the metaverse, the historical space and characters of the Bible can be realized in virtual reality to produce a situational play. Therefore, the learner would become to realize the Bibliodrama by demonstrating freedom, imagination and creativity in the metaverse, and also they can pay attention to the meaning of the blank space hidden in the events of the Bible. Third, the metaverse environment is not static, but dynamic and interactive, and Bibliodrama pursues an interpretation that harmonizes spirit and body. Therefore, through the dynamic activities of discovering the meaning and value of the Bible, it is possible to form a holistic faith in which spirit and body are integrated.
참고문헌 (48)
- Acceleration Studied Foundation, "Metaverse roadmap pathway to the 3D web", ~ (2006)
- Bieńkiewicz, M. M. N., "Bri dging the gap between emotion and joint action", Neuroscience & B iobehavioral Reviews, 131, pp.806~833 (2021)
- Lee, B. K., "The Metaerse world and our future", The Korea Contents Society, 19(1), pp.13~17 (2021)
- Cho, Y. H., "Physical and social presence in 3D virtual role-play for pre-service teachers", The Internet and Higher Education, 25, pp.70~77 (2015)
- Di Blas, N., "Multi-user virtual environments fostering collaboration in formal education", Educational Technology & Society, 17(1), pp.54~69 (2014)
- 한송이, "국내 증강현실(AR) 기반 교육 연구동향 분석: 2008년~2019년을 중심으로", 교육공학연구, 36(3), pp.505~528 (2020), 한국교육공학회[DOI]
- Han, S. Y., "Metaverse platform status and prospect", FUTURE HORIZON, pp.19~24 (2021)
- "Metaverse within the university ③ that is al ready being implemented… “Education is the center of innovation”" (2021)[URL]
- Hidi, S., "The four-phase model of interest development", Educational Psychologist, 41(2), pp.111~127 (2006)
- 정지연, "라이프로깅(Life-Logging) 시대의 자아 변화에 관한 소고", 사회사상과 문화, 19(2), pp.67~92 (2016), 동양사회사상학회[DOI]
- 정은진, "직업교육에서 VR・AR 활용 양상과 주요 이슈 분석", 교육정보미디어연구, 27(1), pp.79~109 (2021), 한국교육정보미디어학회[DOI]
- Kim, D., "Emotional display behavior in different forms of computer mediated communication", Computers in Human Behavior, 30, pp.222~229 (2014)
- 김희영, "비블리오드라마(Bibliodrama)를 통한 역동적인 성서교육에 관한 연구", 한국사이코드라마학회지, 11(1), pp.59~80 (2008), 한국사이코드라마.소시오드라마학회[DOI]
- Kim, H., "Effects of collaborative online shopping on shopping experience through social and relational perspectives", Information & Management, 50(4), pp.169~180 (2013)
- "“The metaverse educational application is a new challenge”. Education policy innovation order" (2021)[URL]
- Kim, S. G., "Metaverse: The digital earth, the world of floating things" (2020), Plan B Design
- 김세준, "기독교집단의 비블리오드라마를 위한 액션메소드의 종합적 활용", 한국사이코드라마학회지, 12(1), pp.23~38 (2009), 한국사이코드라마.소시오드라마학회[DOI]
- 김성일, "한국 학생의 학업에 대한 흥미: 실태, 진단 및 처방", 한국심리학회지: 문화 및 사회문제, 14, pp.187~221 (2008), 한국문화및사회문제심리학회
- Koh, S., "Metaverse concepts and direction of development", Korea Information Processing Society Review, 28(1), pp.7~16 (2021)
- "What are the educational uses of metavers e, its possibilities and limitations" (2021)[URL]
- Koh, S. Y., "Concept and development direction of metaverse", Korea information processing society review, 28(1), pp.7~16 (2021)
- 고원석, "기독교교육의 새로운 접근: 비블리오드라마", 기독교교육정보, (48), pp.1~31 (2016), 한국기독교교육정보학회
- Koh. W. S., "A new Bible study methodology : Bibliodrama", Church Education, 482, pp.19~25 (2019)
- 고원석, "비블리오드라마의 개념, 선구자들, 그리고 근본성격", 기독교교육 논총, (62), pp.101~133 (2020), 한국기독교교육학회[DOI]
- Krondorfer, B., "Bibliodrama" (2008), changjisa
- Lee, B. S., "Bibliodrama" (2008), Jongnobooks. com
- Metaverse begins: prospects to become five major issues, "Lee, S. H.", Software Policy Research Institute, IS~116 (2021)
- Log in metaverse: log in metaverse: Human × Space ×Time Revolution, "Lee, S. H.", Software policy research, IS~115 (2021)
- "SK telecom unveils the k-metaverse world 'iflan d' platform" (2021)[URL]
- "Elementary and secondary education and career exploration using metaverse" (2021)[URL]
- Lin, H. C. S., "Engaging university students in a library guide through wearable spherical video-based virtual reality: effects on situational interest and cognitive load", Interactive Learning Environments, pp.1~16 (2019)
- Linnenbrink Garcia, L., "Antecedents and consequences of situational interest", British Journal of Educational Psychology, 83(4), pp.591~614 (2013)
- Long, R., "Roblox and effect in education. A Capstone submitted in partial fulfillment of the requirements for the degree of Master of Education in Instructional Technology", pp.2019
- Lowenthal, P. R., "Social presence and online discussions : a mixed method investigation", Distance Education, 41(4), pp.490~514 (2020)
- Meier, C., "Using the Roblox video game engine for creating vitual tours and learning about the sculptural heritage", International Journal of Emerging Technologies in Learning(iJET), 15(20), pp.268~280 (2020)
- "Ministry of Education Official Blog"[URL]
- "Namu Wiki"[URL]
- "ZE PETO"[URL]
- "Never corp"[URL]
- Oh, C. S., "A systematic review of social presence : definition, antecedents, and implications", Frontiers in Robotics and AI, 5, pp.114~ (2018)
- Okereafor, K., "Understanding cybersecurity challeng of telecommuting and video conferencing appellations in the COVI D-19 pandemic", International Journal in IT & Engineering(IJITE), 8(6), pp.13~23 (2020)
- Parong, J., "Learning science in immersive virtual r eality", Journal of Educational Psychology, 110(6), pp.785~ (2018)
- ""If you don't change, you die"... 100% o nline degree program/project-oriented curriculum operation" (2022)[URL]
- Urdan, T., "Handbook of Competence and Motivation", pp.297~317 (2005)
- Wang, C., "Learning effects of an experimental EFL program in second Life", Educat ional Technology Research and Development, 60(5), pp.943~961 (2012)
- "perfect for gatherings... 'Ifland ' goes to 80 countries" (2022)[URL]
- Youngblut, C., "Experience of presence in virtual environments", Institute for defense analyses (2003)
- 정유선, "메타버스를 활용한 대학생 온라인 수업에서 공간이동 수준이 학습실재감과 흥미발달에 미치는 효과", 교육정보미디어연구, 27(3), pp.1167~1188 (2021), 한국교육정보미디어학회[DOI]
