Through the industrialization society of the 18th century and the information-oriented society of the 20th century, we are currently living in the fourth industrial revolution era, where digital technologies connect various fields. Moreover, amidst th...
Through the industrialization society of the 18th century and the information-oriented society of the 20th century, we are currently living in the fourth industrial revolution era, where digital technologies connect various fields. Moreover, amidst the ongoing knowledge revolution, we are progressing into another dimension through the development of big data and artificial intelligence learning. However, this development, on the one hand, is accelerating environmental pollution due to indiscriminate development on Earth. In response, schools are making multifaceted efforts to cultivate students' abilities to cope with future situations, and in art education, continuous research and curriculum revisions reflect the demands of the times. The 2015 revised curriculum, viewed at the current juncture of switching to the 2022 revised curriculum, lacks content on environmental art at the high school level, and research for developing digital competence is also inadequate.
Therefore, this study proposed ways to enhance environmental art education at the high school level, providing students with opportunities to contemplate the environment continuously throughout the program and thereby fostering ecological sensitivity. Additionally, the study aimed to familiarize students with the new digital environment highlighted in the digital age and develop digital competence through the use of metaverse during classes. To achieve this, the program was designed for students to create and appreciate environmental art using digital representation tools in the learning environment of the metaverse platform, ZEP. The contents of the study are as follows.
Chapter I outlined the necessity and objectives of the study, presenting the content, methods, and limitations of the research.
Chapter II provided a theoretical background on the metaverse and environmental art education related to the topic of the paper, discussing its values and directions in education.
In Chapter III, the 2022 revised curriculum was analyzed, focusing on its background and emphases, and the value of environmental art using the metaverse platform was discussed by examining the current textbook content on environmental art education.
In Chapter IV, a high school-level environmental art program using the metaverse platform ZEP, based on the analysis of the 2022 revised curriculum and the current textbooks, has been developed. The program comprises seven sessions, including environmental experiences through the metaverse, artistic expression using digital tools, and appreciation of metaverse environmental art exhibitions.
The educational effects of this program can be summarized into three main points.
First, it can enhance the digital competence of students. It helps students adapt to the metaverse environment and cultivate abilities to contribute to creating future culture.
Second, it can cultivate ecological sensitivity, perceiving the environment aesthetically. Students will be able to analyze the interrelation between art and the environment, allowing for the assessment of their values.
Third, the cultivation of problem-solving and communication skills through cooperative learning. Students can develop self-directed learning abilities through self-evaluation and peer evaluation.
This study has proposed the practical applicability of an environmental art education program through the metaverse platform. In the advancing digital era, the metaverse is anticipated to expand, requiring more extensive research to integrate education further. Furthermore, continuous attention to the global environment is crucial to preserve the changing natural environment. We look forward to an in-depth discussion on effective environmental art education in which both the process and results are consistent with environmental art.