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Problem Based Learning을 위한 메타버스 활용방안 연구

Study on Metaverse Application Measures for the Problem Based Learning

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키워드

주제분류학제간연구

초록

This study found that the use of the metaverse enabled two-way communication online, regardless of time and place, making it possible to achieve teaching and learning goals. As applied subject (Occupational ethics in science and engineering) that allow for curriculum activities using the metaverse, team activities, and Problem Based Learning (PBL) selected. This study selected the teaching method that combines team activities of in-class and metaverse depending on the team projects and applies them appropriately according to the class procedure. Basic theoretical content learning and team activities related to the class content were conducted during class time. Also In Gathertown, team projects were carried out through team activities. As a result, this study confirmed that the PBL-subjects curriculum are definitely possible through the progress of the metaverse activities. If the educational environment for metaverse activities and the instructor’s preparation and participation are supported, a very high learning effect is expected.

Abstract

This study found that the use of the metaverse enabled two-way communication online, regardless of time and place, making it possible to achieve teaching and learning goals. As applied subject (Occupational ethics in science and engineering) that allow for curriculum activities using the metaverse, team activities, and Problem Based Learning (PBL) selected. This study selected the teaching method that combines team activities of in-class and metaverse depending on the team projects and applies them appropriately according to the class procedure. Basic theoretical content learning and team activities related to the class content were conducted during class time. Also In Gathertown, team projects were carried out through team activities. As a result, this study confirmed that the PBL-subjects curriculum are definitely possible through the progress of the metaverse activities. If the educational environment for metaverse activities and the instructor’s preparation and participation are supported, a very high learning effect is expected.

참고문헌 (19)

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  2. 김경화, "PBL 수업 적용에 따른 학습성과에 관한 질적연구", 한국콘텐츠학회논문지, 17(12), pp.191~201 (2017)
  3. 김상균, "메타버스" (2020), 플랜비디자인
  4. 김준권, "교육방법 및 교육공학" (2008), 학이당
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  6. 노영, "비대면 온라인 교육의 학습자 만족에 영향을 미치는 요인연구", 고객만족경영연구, 22(3), pp.107~125 (2020)
  7. 박일수, "문제중심학습(PBL)이 문제해결능력에 미치는효과에 관한 메타분석", 한국융합학회논문지, 10(10), pp.197~205 (2019)
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  10. 이명숙, "해커톤 수업사례를 통한 메타버스 플랫폼의 교육적 활용방안", 컴퓨터교육학회 논문지, 24(6), pp.61~68 (2021)
  11. 이승호, "메타버스에서의 참여형 PBL 수업 설계", 실천공학교육논문지, 14(1), pp.91~97 (2022)
  12. 이용상, "코로나19로 인한 언택트 시대의 온라인교육 실태 연구", 교육과정평가연구, 23(4), pp.39~57 (2020)
  13. 이재규, "교육용 스마트콘텐츠의 교육효과를 높이기 위한 몰입도 평가 시스템 연구", e-비즈니스연구, 21(6), pp.85~98 (2020)
  14. 이현민, "온라인 교육을 위한 디지털콘텐츠 활용수업 개발 및 운영 사례-가상박물관을 중심으로", 14(4), pp.81~96 (2020), 한국교양교육학회
  15. 공학교수를 위한 팀프로젝트 운영 가이드북, "인하대학교 공학교육혁신연구센터", ~, pp.연구보고 RCIEE-2015-03 (2015)
  16. 전재천, "메타버스(Metaverse)기반 플랫폼의교육적 활용 가능성 탐색", 정보교육학회 학술논문집, 12(2), pp.361~368 (2021)
  17. "The new wave of web 3.0 metaverse innovations" (2021)[URL]
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  19. Metaverse of madness: 13 big industries the rise of virtual worlds could disrupt. Research report, "CB Insights", ~ (2022)

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