Abstract
The purpose of this study was to propose implications for the use of the metaverse platform in terms of education through the case of operating the creative convergence project of A university case using the metaverse platform. To this end, the metaverse platform observed participation in the activity process in the project learning activity environment designed in the virtual space, Gathertown, and conducted a survey and interview with learners after the activity. As a result of the study, the survey showed high interest in the metaverse platform, the necessity of pre-education on how to use it, the degree of intimacy formation, interaction, solidarity formation, reality, team activity immersion, satisfaction with the team activity process, and team activity results. In the in-depth interview, the positive effects of using other metabus platforms were confirmed such as self-expression for non-face-to-face identity, achievement of cooperative problem solving, collaboration and creativity through various tools, learning contextual experience through sharing of game and learning contents, in-depth learning and space design. Based on the results of this study, various implications for the use of the metaverse platform for creative convergence education at the university level were derived. The results of this study are expected to be used as basic data for the educational use of metaverse in universities.
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