Exploring the Experience of Culture and Arts Education using Metaverses

Ji-Seol Lee
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Abstract

This study explored in-depth the immersion and enjoyment of cultural arts education in a virtual world using a metaverse, the limitations during the experience, and the changes they perceived as a result of this learning process, which were categorized into 6 components and 11 subcomponents. First, the improvement of self-confidence in being able to utilize the metaverse was manifested as growth in the experience of recognizing and applying the metaverse configuration and demonstrating leadership by giving opinions in the creation of the metaverse; second, the cognition that was embodied through the problem-solving process was manifested as problem-solving methods and knowledge acquisition through repeated challenges; and third, The fun and immersion of cultural arts education in the metaverse were derived from personalized expression through customization in the metaverse, fun of collaboration in the collaboration process, flow of time through immersion in the metaverse education, limitations of language expression and organization in using the metaverse, limitations of implementing unified behavior in the metaverse, and poor communication in online classes. Fourth, the sense of reality in the metaverse is the sense of reality in the metaverse, and finally, the differences between face-to-face and metaverse classes resulted in close teaching and collaborative activities such as mentoring.
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文化艺术教育体验的元境探索
本研究深入探讨了文化艺术教育在虚拟世界中的沉浸和享受,体验过程中的限制,以及他们在学习过程中感受到的变化,分为6个组成部分和11个子部分。首先,能够利用元宇宙的自信心的提高表现为认识和应用元宇宙配置的经验的增长,并通过在元宇宙的创建中提出意见来展示领导能力;第二,通过问题解决过程体现的认知表现为通过反复挑战获得的问题解决方法和知识获取;第三,文化艺术教育在虚拟世界中的趣味性和沉浸感来自于虚拟世界中通过定制实现的个性化表达、协作过程中的协作乐趣、沉浸在虚拟世界教育中的时间流动、虚拟世界中使用语言表达和组织的局限性、虚拟世界中实现统一行为的局限性以及在线课堂中的沟通不畅。第四,虚拟世界的现实感就是虚拟世界的现实感,最后,面对面和虚拟世界课堂的差异导致了密切的教学和协作活动,如指导。
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