{"title":"利用元数据开发电子教学法程序的研究","authors":"Young Jae Jo, Young Gae Cho","doi":"10.22251/jlcci.2024.24.13.791","DOIUrl":null,"url":null,"abstract":"Objectives The purpose of this study is to develop an e-PBL program using Metaverse and apply it to classes to verify its effectiveness. \nMethods For this purpose, this study developed a program according to the ADDIE design model procedure. First, after conducting literature and case analysis according to the content analysis method, design principles and support structures were derived through a categorization process. And a draft was completed based on the design principles. Second, improvements and supplements were derived through expert FGI on the draft program. After completing the final draft of the program by reflecting the results of FGI, validity verification was conducted. Third, after applying the final draft to the class, a satisfaction survey and an interview regarding open-ended survey items were conducted. \nResults The results of this study are as follows. First, five design principles and support structures were derived through the third categorization process of the content analysis method, and a draft program was derived by combining them. Second, expert FGI was conducted on the draft program to identify points of improvement and supplementation, and the final draft of the program was completed by reflecting these points. Third, validity (.88) and reliability (.76) were secured by conducting an expert validation (CVI) test and an inter-rater reliability test on the final draft of the program. Fourth, after applying the final plan of the program to the class, pre- and post-satisfaction was conducted, and it was confirmed that post-satisfaction (4.63) improved compared to pre-satisfaction (4.57). As a result of conducting individual interviews with five students in response to open survey questions, it was confirmed what was helpful, what was difficult, and what improvements or wishes were made in the program. \nConclusions This study developed an e-PBL program using Metaverse for collaboration and problem-solving learning in virtual space required in the digital era, and investigated the effects of applying it to classes. It is expected that this will be able to provide meaningful information for the possibility of using the metaverse needed in future educational fields and for professorial research and development.","PeriodicalId":509731,"journal":{"name":"Korean Association For Learner-Centered Curriculum And Instruction","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2024-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A Study on the Development of e-PBL Program Using Metaverse\",\"authors\":\"Young Jae Jo, Young Gae Cho\",\"doi\":\"10.22251/jlcci.2024.24.13.791\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Objectives The purpose of this study is to develop an e-PBL program using Metaverse and apply it to classes to verify its effectiveness. \\nMethods For this purpose, this study developed a program according to the ADDIE design model procedure. First, after conducting literature and case analysis according to the content analysis method, design principles and support structures were derived through a categorization process. And a draft was completed based on the design principles. Second, improvements and supplements were derived through expert FGI on the draft program. After completing the final draft of the program by reflecting the results of FGI, validity verification was conducted. Third, after applying the final draft to the class, a satisfaction survey and an interview regarding open-ended survey items were conducted. \\nResults The results of this study are as follows. First, five design principles and support structures were derived through the third categorization process of the content analysis method, and a draft program was derived by combining them. Second, expert FGI was conducted on the draft program to identify points of improvement and supplementation, and the final draft of the program was completed by reflecting these points. Third, validity (.88) and reliability (.76) were secured by conducting an expert validation (CVI) test and an inter-rater reliability test on the final draft of the program. Fourth, after applying the final plan of the program to the class, pre- and post-satisfaction was conducted, and it was confirmed that post-satisfaction (4.63) improved compared to pre-satisfaction (4.57). As a result of conducting individual interviews with five students in response to open survey questions, it was confirmed what was helpful, what was difficult, and what improvements or wishes were made in the program. \\nConclusions This study developed an e-PBL program using Metaverse for collaboration and problem-solving learning in virtual space required in the digital era, and investigated the effects of applying it to classes. It is expected that this will be able to provide meaningful information for the possibility of using the metaverse needed in future educational fields and for professorial research and development.\",\"PeriodicalId\":509731,\"journal\":{\"name\":\"Korean Association For Learner-Centered Curriculum And Instruction\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-07-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Korean Association For Learner-Centered Curriculum And Instruction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.22251/jlcci.2024.24.13.791\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Korean Association For Learner-Centered Curriculum And Instruction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.22251/jlcci.2024.24.13.791","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A Study on the Development of e-PBL Program Using Metaverse
Objectives The purpose of this study is to develop an e-PBL program using Metaverse and apply it to classes to verify its effectiveness.
Methods For this purpose, this study developed a program according to the ADDIE design model procedure. First, after conducting literature and case analysis according to the content analysis method, design principles and support structures were derived through a categorization process. And a draft was completed based on the design principles. Second, improvements and supplements were derived through expert FGI on the draft program. After completing the final draft of the program by reflecting the results of FGI, validity verification was conducted. Third, after applying the final draft to the class, a satisfaction survey and an interview regarding open-ended survey items were conducted.
Results The results of this study are as follows. First, five design principles and support structures were derived through the third categorization process of the content analysis method, and a draft program was derived by combining them. Second, expert FGI was conducted on the draft program to identify points of improvement and supplementation, and the final draft of the program was completed by reflecting these points. Third, validity (.88) and reliability (.76) were secured by conducting an expert validation (CVI) test and an inter-rater reliability test on the final draft of the program. Fourth, after applying the final plan of the program to the class, pre- and post-satisfaction was conducted, and it was confirmed that post-satisfaction (4.63) improved compared to pre-satisfaction (4.57). As a result of conducting individual interviews with five students in response to open survey questions, it was confirmed what was helpful, what was difficult, and what improvements or wishes were made in the program.
Conclusions This study developed an e-PBL program using Metaverse for collaboration and problem-solving learning in virtual space required in the digital era, and investigated the effects of applying it to classes. It is expected that this will be able to provide meaningful information for the possibility of using the metaverse needed in future educational fields and for professorial research and development.