Abstract

This study explores the theoretical and philosophical basis of the teaching-learning process that creates and visualizes a space embodied in literary texts using 3D creation & coding SW, which is a convergence teaching and learning method of literature education, and utilizes SW in literature education. This is a critical reflection on the literature education in the past and the characteristics of future learners such as 'Digital Native', 'Homo Ludens', 'Gamification', and 'Telepresence'. Based on this, it is an attempt to use cutting-edge technology in the teaching-learning process to have an educational effect and to minimize the time and space constraints in the educational environment, and it can be said to be an attempt to induce educational interest and provide motivation.

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