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메타버스 기반 가상박물관의 사례 분석을 통한 교육적 활용 방안 연구 : 국립중앙박물관 어린이박물관을 중심으로
홍성현(Hong, Seonghyeon) 국립중앙박물관 2022 박물관 교육 Vol.6 No.-
As social distancing was implemented to prevent the spread of COVID-19. many activities were moved online. Accordingly, various technologies were used to effectively connect people, and the metaverse drew attention, which is a fusion of the real world and the virtual world. As non-face-to-face activities gradually expanded in museums, interest and demand for virtual museums using the metaverse as an environment that could replace the physical space expanded, and various attempts were made to utilize the metaverse. The virtual museum has evolved with the development of the Web and is currently facing a new environment called Web 3.0. On the other hand, the metaverse is evaluated to have the conditions to implement the technical characteristics of Web 3.0. In addition, the metaverse can provide new experiences to learners by overcoming the limitations of monotonous interaction and adding interesting. This confirms the potential of the metaverse as the future of the virtual museum. Therefore, this study attempted to reveal the educational characteristics of the metaverse based on the Web 3.0 as a new environment for the virtual museum to move forward. In addition, the prpose was to confirm the process and phenomenon of the development and operation of the metaverse-based virtual museum through the analysis of a case and to propose methods of educational use as a result of the analysis. For this purpose, the case of ‘Untact Children’s Museum Virtual Exhibition’ of the Children’s Museum of the National Museum of Korea, was used. For an educational use centered analysis, the case was examined based on the educational characteristics of the metaverse-based virtual museum that are related to the characteristics of constructivist teaching and learning. The educational utilization plan of the metaverse-based virtual museum derived as a result is as follows. First, by using digital archives to faithfully reproduce elements of reality on the metaverse, or depict realistic virtual elements to enhance the completeness of the space, and by creating a situation that takes place through the s pace in detail, it enhances the learner’s sense of reality and induces immersion. Second, by using elements such as avatars and NPCs or by constructing a dynamic space, interaction is induced and a cooperative learning environment is provided. Third, through individualization, learning contents that learners may need and be interested in and activities appropriate to them are supported. This study is meaningful in that it examines the relationship between the metaverse and virtual museums, which was not revealed in previous studies, from the perspective of constructivist teaching and learning, and suggests ways to use them through educational characteristics and case analysis of the metaverse-based virtual museums as an educational environment suitable for the post-COVID-19 era. It is expected that the metaverse-based virtual museum can be used in various educations from a more expansive perspective in the direction of narrowing the physical distance between the museum and the learner and effectively supporting offline learning.