The emergence and development of advanced digital technologies such as VR technology, artificial intelligence and holograms in the era of the 4th industrial revolution had led to changes in a wide range of scope such as our daily lives, education, soc...
The emergence and development of advanced digital technologies such as VR technology, artificial intelligence and holograms in the era of the 4th industrial revolution had led to changes in a wide range of scope such as our daily lives, education, society and culture. Among these cutting edge mediums, VR technology is gradually commercialized by expanding its scope of utilization at a rapid speed as it is considered as future-oriented technology. VR technology allows users have more vivid experience by making them using their five senses. This is accord with characteristics of using synaesthetic ability among identity of art subjects, so positive learning effect can be drawn when using this technology in art education. However, studies on education plan using VR technology is relatively insufficient compared to other subjects when looking at the state of art education in Korea. In addition, even though exhibition planning is considered as important as art
appreciation method in 2015 Revised National Curriculum, planning exhibition of various themes and formats is limited in reality due to the spatial limitation of schools. Therefore, this study is conducted to overcome the spatial limitation in the school by designing education plan that constructs art gallery in virtual space and plans exhibition through VR technology and to consider educational effect by applying them to actual art class in middle schools.
We examined literature studies and action studies, visited related homepages and searched internet articles as follows to present education plans on exhibition planning using VR technology.
First, we examined the definition and its scope of utilization of VR technology and analyzed application status in the school art education field based on its advantages in education using characteristics of this technology to examine the necessity of studies that use VR technology in art education.
Second, we examined the concept of virtual art gallery and its scope and changes in functions and roles of virtual art gallery according to the development of web. We also investigated the educational elements of virtual gallery and cases that utilize virtual art gallery in school classes to examine the considerations for improving effectiveness of virtual art gallery education and its learning.
Third, we investigated the concept of exhibition and the meaning of exhibition planning as a component of exhibition to look at the advantages and necessity of contents education of exhibition planning. We also analyzed current state of contents and connection with VR technology in secondary art education through 2015 revised art textbook of middle school. As a result, we identified the limitation of small spaces in schools and the fact that education planning that connects exhibition planning contents and VR technology has not been prepared yet.
Fourth, we selected and utilized CoSpaces, an application for making VR contents by considering the level of learners to carry out the production of virtual art gallery and exhibition planning course, which are the most important activities in teaching-learning guidelines presented by researcher.
The curriculum of this study is composed of a total of 6 classes and we understood about VR technology and experienced virtual art gallery by using Google Cardboard in the first session. In the second session, we collected ideas about exhibition of virtual art gallery and selected themes, contents and art works. Based on this, we made exhibition plans of virtual art gallery in the third session. In the fourth and fifth session, we made virtual art gallery by using CoSpaces. In the sixth session, we appreciated the exhibition of completed virtual art gallery and designed teaching-learning model that completes the classes.
This study was to identify the effectiveness of study by using VR technology, planning education plans on exhibition planning and applying them in actual school field. However, it was impossible to apply education plan presented by this study to actual school field due to the Covid 19, which is currently spreading around the world. Therefore, we present the expected effect of this study plan as follows.
First, creation of environment that is suitable for the purpose of education using VR technology can encourage learners to focus on learning more deeply.
Second, we can train creative convergence talents who can find new possibility by covering new digital technology with various fields through the education that applies VR technology, one of the most key technologies in the present era, in the exhibition planning of art field.
Third, contents education of exhibition planning will help learners improve understanding on types and characteristics of various occupations by experiencing professional jobs related to art and grow as a professional artist by connecting with their career.
We identified the advantages and necessities of education that utilizes VR contents and exhibition planning contents in art education of middle school and importance of study on art education plan using mediums that is emerged newly. Therefore, experts of art education should try to prepare art education plans that
utilize digital technologies which are very important in this era including virtual reality technology and we expect positive educational effect that will allow learners to lead their lives in future society through this.