Abstract

This study aims to present a role play plan for Korean language learners to improve their communication skills in a practical context by using ZEPETO. ZEPETO is a platform that combines life-logging and virtual worlds with augmented reality operated by NAVERZ. After examining the value of role play and ZEPETO in speaking education as a previous study, the possibility of using ZEPETO in role play was discussed. The activity plan was based on < Cyber Korean >, a textbook developed with content oriented toward blended learning that can harmonize the characteristics of online learning with the advantages of offline learning. As a result of the study, first, ZEPETO’s “strong avatar service” is provided so that the movement of the avatar can be controlled as in real life, so learners can create their own avatars, move in virtual space, and actively participate in activities. When the characteristics are applied to the role play, various role play activities will be made and the learning effect will be increased. Using a variety of worlds, the context of communication outside the classroom is brought into the classroom so that learners are exposed to it in advance. In addition, since the course of the role play activity can be recorded with the provided lifelogging function, it can be used as a material for customized feedback by the teacher or peers after the activity, and learners will be able to reflect and modify their own learning activities. Second, the list of worlds that can be used in all units of the selected intermediate textbook < Cyber Korean > and that can be used in each unit is presented. Finally, a specific role play method using ZEPETO as a study material was proposed. The role play activity design using ZEPETO consists of five steps: ‘Introduction’, ‘Role Preparation’, ‘Role Play Composition’, ‘Role Play Demonstration’ and ‘Finishing’. Rather than a role play composed of fragments in the classroom, this episodic role play connected in ZEPETO has the advantage of improving actual communication skills by allowing conversations in scenes that cannot be experienced in the classroom. The proposed role play plan will not only be an activity plan that can be used online, but can also be used as a complementary learning activity even after switching to offline face-to-face classes. (Dongguk University)

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