This study is to examine the aspects of self-identity recognition of learners in virtual space, whose importance is increasing as we move into the future society, and to suggest educational implications for correct 'virtual non-face-to-face communicat...
This study is to examine the aspects of self-identity recognition of learners in virtual space, whose importance is increasing as we move into the future society, and to suggest educational implications for correct 'virtual non-face-to-face communication'. In this study, 'virtual non-face-to-face communication' is defined as communication in cyberspace, where communication is conducted only through spoken text without avatars, and communication in metaverse space, where non-verbal and quasi-verbal expressions are possible using avatars and voice chatting. It was set as the concept of integrating communication.
In addition, in the current curriculum, which regards virtual spaces such as the metaverse as a convenient tool for expanding learners' cognitive abilities, this study includes learning situations and non-learning situations in which learners are actually exposed, as well as correct virtual space. It focuses on the necessity of expanding the contents of our speech education so that we can cultivate the affective ability for face-to-face communication. In particular, in order to prevent learners from forming negative self-concepts and to form healthy self-concepts, it is essential to examine learners' self-identity awareness in virtual non-face-to-face communication situations. Therefore, in order to secure the legitimacy of the survey, previous studies were reviewed and the theoretical background was explained. And, 480 elementary and middle school students in the Busan area were set as the study subjects and a survey was conducted. The results of the survey analysis are as follows.
First, learners were generally clearly aware of their self-identity in real space, and a more positive self-concept was formed in real space compared to cyber space and metaverse space.
Second, about half of the respondents responded that their self-image in the class through the metaverse is different from the self-image in the metaverse they usually use, even in the same metaverse environment.
Third, gender did not become a significant variable in self-identity recognition in real space and metaverse space, but it acted as a significant variable in cyberspace.
Fourth, it was confirmed that elementary school learners had a positive self-concept compared to middle school learners in real space, cyber space, and metaverse space.
Therefore, the following implications can be obtained through the above analysis.
First, when conducting classes using the metaverse, it is necessary to carry out finishing activities to ensure that the learning effects of learners lead to real space. This is because learners generally tended to clearly recognize their appearance in the metaverse space and their appearance in reality as 'different beings'. In addition, in order to check learners' usual metaverse activities, it is necessary to create an environment similar to the metaverse environment in which learners are actually exposed to some extent. For example, it is to guarantee 'anonymity' to learners in the metaverse class.
Second, middle school learners need guidance to form a healthy self-concept. In particular, learners in the second grade of middle school obtained the lowest self-identity score in the entire space compared to all grades as a result of the measurement.
Third, female learners of that period obtained remarkably low self-identity scores in cyberspace. Therefore, guidance is needed so that learners can form a more positive self-concept in cyberspace. In particular, there are many cases of inappropriate approaches to young female students who express depression in the community, which is becoming a social problem. Therefore, proper virtual non-face-to-face communication education should be provided in school education so that learners themselves can recognize these risks and act correctly. To this end, communication in cyberspace and the metaverse of games that learners actually use should be included as contents of speech education.