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메타버스 플랫폼 젭(ZEP)을 활용한 모둠 활동 수업 방안 연구

A Study on the Group Activity Class Plan Using the Metaverse Platform ZEP

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주제분류중국어와문학

초록

This study explored the possibility of the metaverse platform ZEP as one of the educational tools that can be used in offline classes. This paper examines the concept of metaverse and examples of its application in modern society and analyzes the advantages of its use in education. Metaverse can be divided into augmented reality, mirror world, lifelogging, and the virtual world depending on the use of technology. Today, the metaverse has the characteristic that it is impossible to specify any one technology because several technologies are used in a complex and convergence way. However, there was no change in the basic concept of the virtual world when defining the metaverse. Metaverse is being used in various fields such as economy, politics, society, art, and education in modern society. In particular, in the field of education, nurturing digital talent is expected to be supported and developed in the future by selecting it as a national project. ZEP is the most suitable for educational use among the currently developed platforms among the various metaverse platforms. ZEP, a fusion of video chat programs and avatar worlds, was used on a trial basis in language education, literature, and art and medical education. This paper created a metaverse space to be used in group activity classes in offline classes. The virtual classroom was configured as the main space so that learners could adapt to the metaverse technology and platform and study before group activities. By creating an additional space to be used for group activities, it was designed so that learners could conduct rough group activities in the 7th session. By setting a mission for each class, learners performed the steps as if they were enjoying the game. However, the part of the reward given when the mission is completed was left as a future task as it was determined that additional technology development was necessary. Based on this study, the educational effects and problems that occur when applied in actual classes, and the responses and satisfaction of learners will be the subject of future research.

Abstract

This study explored the possibility of the metaverse platform ZEP as one of the educational tools that can be used in offline classes. This paper examines the concept of metaverse and examples of its application in modern society and analyzes the advantages of its use in education. Metaverse can be divided into augmented reality, mirror world, lifelogging, and the virtual world depending on the use of technology. Today, the metaverse has the characteristic that it is impossible to specify any one technology because several technologies are used in a complex and convergence way. However, there was no change in the basic concept of the virtual world when defining the metaverse. Metaverse is being used in various fields such as economy, politics, society, art, and education in modern society. In particular, in the field of education, nurturing digital talent is expected to be supported and developed in the future by selecting it as a national project. ZEP is the most suitable for educational use among the currently developed platforms among the various metaverse platforms. ZEP, a fusion of video chat programs and avatar worlds, was used on a trial basis in language education, literature, and art and medical education. This paper created a metaverse space to be used in group activity classes in offline classes. The virtual classroom was configured as the main space so that learners could adapt to the metaverse technology and platform and study before group activities. By creating an additional space to be used for group activities, it was designed so that learners could conduct rough group activities in the 7th session. By setting a mission for each class, learners performed the steps as if they were enjoying the game. However, the part of the reward given when the mission is completed was left as a future task as it was determined that additional technology development was necessary. Based on this study, the educational effects and problems that occur when applied in actual classes, and the responses and satisfaction of learners will be the subject of future research.

참고문헌 (14)

  1. 웨인 홈즈, "인공지능 시대의 미래교육" (2020), 박영story
  2. 계보경, "메타버스(Metaverse)의 교육적 활용: 가능성과 한계" (2021), KERIS(한국교육학술정보원)
  3. 계보경, "메타버스 기반 교수학습 모델 개발 연구" (2022), KERIS(한국교육학술정보원)
  4. 구병국, "메타버스 기반 교수학습모델 개발 연구 사례집" (2022), KERIS(한국교육학술정보원)
  5. 변문경, "메타버스 for 에듀테크" (2021), 다빈치books
  6. 권오현, "미래의 인재, 대학의 미래: 학생이 대학을 선택하는 시대" (2022), 포르체
  7. 최재용, "(눈 떠보니) 메타버스 젭(Zep) 마스터" (2022), 光文閣
  8. 김상균, "메타버스: 10년 후 미래를 먼저 보다.2" (2022), 플랜비디자인
  9. 김상균, "메타버스= Metaverse: 디지털 지구, 뜨는 것들의 세상" (2020), 플랜비디자인
  10. 김상균, "교실 게이미피케이션" (2020), 테크빌교육
  11. 김상균, "스쿨 메타버스" (2022), 테크빌교육
  12. 조안나, "교육을 위한 메타버스 탐구생활" (2022), 지노
  13. 신동형, "변화 너머" (2021), 메디치
  14. 장지영, "메타버스(Metaverse)를 활용한 한국어 말하기 수업 방안 연구-게더타운(Gather.town)을 중심으로-", 한국어교육, 32(4), pp.279~301 (2021), 국제한국어교육학회[DOI]

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