온라인 수업 플랫폼에 대한 예비초등영어교사들의 인식 비교: Gather.town과 E-Class를 중심으로
Comparison Study of Pre-service Primary English Teachers on Online Learning Platforms
1
조회
0
다운로드
18
인용
0
참고문헌
키워드
초록
The purpose of this current study is to identify any differences of the perceptions and satisfaction of the pre-service elementary English teachers with respect to a synchronous Metaverse-based English instruction and an asynchronous LMS-based one. To figure out the answers of the given research questions, a total of 54 student-English teachers enrolled at the national university of education participated in the 4-week case study, and a pre-and post survey was distributed to analyze their perspectives. After divided into 2 groups, an experimental group took a course in a synchronous Gather.town-based instruction format, whereas the other control group had an asynchronous LMS-based lecture with pre-recorded weekly instruction clips and lecture notes. The results showed that there was a positive improvement both in the perceptions and satisfaction degree in an experimental group taking a Metaverse-based learning as opposed to the control group, and there was also a significant difference in both factors. To sum up, it was clear that a Metaverse-based learning experience has a potential to help English language learners and English teachers to achieve a learning goal by escalating motivation and interest for learning. Lastly, some educational suggestions and research limitations are also addressed.
Abstract
The purpose of this current study is to identify any differences of the perceptions and satisfaction of the pre-service elementary English teachers with respect to a synchronous Metaverse-based English instruction and an asynchronous LMS-based one. To figure out the answers of the given research questions, a total of 54 student-English teachers enrolled at the national university of education participated in the 4-week case study, and a pre-and post survey was distributed to analyze their perspectives. After divided into 2 groups, an experimental group took a course in a synchronous Gather.town-based instruction format, whereas the other control group had an asynchronous LMS-based lecture with pre-recorded weekly instruction clips and lecture notes. The results showed that there was a positive improvement both in the perceptions and satisfaction degree in an experimental group taking a Metaverse-based learning as opposed to the control group, and there was also a significant difference in both factors. To sum up, it was clear that a Metaverse-based learning experience has a potential to help English language learners and English teachers to achieve a learning goal by escalating motivation and interest for learning. Lastly, some educational suggestions and research limitations are also addressed.
참고문헌 (22)
- 서동기, "메타버스를 활용한 비대면 교육훈련이 교육생의 학습몰입에 미치는 영향", 박사, pp.2022
- 성호정, "메타버스 기반 샌드박스 게임을 활용한 중학교 미술교육프로그램 개발", 석사, pp.2022
- 유갑상, "메타버스 기반의 게임형 어학교육 서비스 플랫폼 개발에 관한 연구", 디지털콘텐츠학회논문지, 22(9), pp.1377~1386 (2021), 한국디지털콘텐츠학회[DOI]
- 윤승배, "효과적인 비대면 교육을 위한 LMS 연동 체험형 메타버스플랫폼 연구", 박사, pp.2022
- 윤택남, "온라인 기반 영어 학습에 대한 예비초등영어교사의 반응 연구", 초등영어교육, 26(4), pp.159~180 (2020), 한국초등영어교육학회[DOI]
- 이수미, "메타버스를 활용한 초등학생용 피지컬 컴퓨팅 교육 프로그램 개발", 석사, pp.2022
- 이승복, "온라인 영어강좌에 대한 대학생들의 수업만족도 분석연구: 초등예비교사와 중등예비교사의 비교", 한국콘텐츠학회 논문지, 21(2), pp.386~394 (2021), 한국콘텐츠학회[DOI]
- 이창헌, "Z세대 청소년을 위한 기술 융합형 문화예술교육 프로그램연구: 메타버스 AR놀이터 사례중심으로", 석사, pp.2022
- 임태형, "메타버스를 활용한 고등학생 진로체험 프로그램 사용자 경험 분석", 학습자중심교과교육연구, 21(15), pp.679~695 (2021), 학습자중심교과교육학회
- 장지영, "메타버스(Metaverse)를 활용한 한국어 말하기 수업 방안 연구-게더타운(Gather.town)을 중심으로-", 한국어교육, 32(4), pp.279~301 (2021), 국제한국어교육학회[DOI]
- 전재천, "메타버스(Metaverse)기반 플랫폼의 교육적 활용가능성 탐색", 정보교육학회 학술논문집, 12(2), pp.361~368 (2021)
- 홍성연, "코로나19로 인한 비대면 원격교육환경에서 학습성과 영향 요인 분석", 교육공학연구, 36(3), pp.957~989 (2020), 한국교육공학회[DOI]
- Amponsah, S., "Academic experiences of “Zoom-Fatigue” as a virtual streaming phenomenon during the COVID-19 pandemic", International Journal of Web-Based Learning and Teaching Technologies, 17(6), pp.1~16 (2022)
- Jovanović, A., "VoRtex Metaverse platform for gamified collaborative learning", Electronics, 11(3), pp.317~ (2022)[DOI]
- Karacan, C. G., "Educational augmented reality technology for language learning and teaching : A comprehensive review", Shanlax International Journal of Education, 9(2), pp.68~79 (2021)
- MacCallum, K, "Teacher perspectives on mobile augmented reality: The potential of Metaverse for learning", Proceedings of World Conference on Mobile and Contextual Learning, pp.21~28 (2019)
- Peper, E., "Beyond Zoom fatigue: Re-energize yourself and improve learning", Academia Letters, pp.257~ (2021)[DOI]
- Shoshan, H. N., "Understanding “Zoom fatigue”: A mixed-method approach", Applied Psychology, (Special Issue), pp.1~26 (2021)[DOI]
- "Metaverse roadmap overview: Pathways to the 3D Web" (2007)[URL]
- Suh, W., "Utilizing the Metaverse for learnercentered constructivist education in the post-pandemic era:An aAnalysis of elementary school students", Journal of Intelligence, 10(1), pp.1~15 (2022)[DOI]
- Yu, M. -Q., "A study on speaking Korean teaching programs:with emphasis on using Metaverse", master, pp.2022
- "Founders Letter" (2021)[URL]
