Abstract

The concept of EduTech has emerged with recent attempts to apply latest technologies to the educational field. The additional demand for seemingly real-life experiences in the online space has put the spotlight on Metaverse, as it blurs the distinction between the virtual and the real. As of 2020, it is increasingly being used by the MZ generation. The types of technology it uses include augmented reality, mirror worlds, virtual worlds and life logging. Until the present, Metaverse technology catered to content industries such as games; but it can also be valuable in language education to enable interaction between participants in the virtual worlds. It is now a necessity to prepare pre-emptive measures to respond to the global demand for Korean language and improve effectiveness in its education sector. This paper examines instances of the application of Metaverse technology in Korean language education, and presents a class model based on task-based teaching methods. As a result, it is anticipates that this will be used as data to direct Korean language education based on Metaverse.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.