Multicultural Education of South Korea through the VIRTUAL REALITY

By. Seongran Ha, Gyunyeol Park Views. 1967


Purpose: The framework of online education is evolving from e-learning to XR-learning. As expectations for the educational effect and market growth of reality contents increase, the South Korean government has established related education policies and is making intensive investments. Generation C, Z, and Alpha learners, Digital Natives, are quickly responding and adapting to the concept of Metaverse. Thus, this study suggests the need for the transition of multicultural education in line with the changes in social, educational technology, and intends to present a rough direction of multicultural education.

Method: This study used the approach of literature review and document analysis. The results of this study should be supplemented by quantitative and qualitative studies in the future. For a literature-oriented approach, refer to the government agencies' presentation materials and academic studies. Document survey is mainly related to cyber education materials presented on the Internet and various resources.

Results: This study presented three ways of multicultural education using VR: First, 'Korean Culture Experience Program' offering experience of traditional Korean culture or historical facts; Second, 'Korean Life Adaptation Program' to settle down in Korean life including markets, banks, or community service centers; Third, 'education program for multicultural understanding and sensitivity' providing virtual cases of language barrier, social exclusion, and discrimination. In reality, there are still problems that require a lot of investment in content formulation, equipment purchase, maintenance, etc., and securing quality of content and finding suitable education methods.

Conclusion: This study aims to present the direction of multicultural education in Korea using the virtual reality. Producing feasible contents needs expensive and very complicated procedures. This study proposes a basic concept how multicultural education in Korean society can be made in virtual space. These VR contents have the advantage of being able to be an education suitable for the actual environment because they have the advantage of allowing learners to experience and discuss directly in virtual spaces. To this end, there remain challenges to overcome both ethical issues and budget problems of developing high-level contents.

[Keywords] Online Education, E-Learning, XR-Learning, Metaverse, Multicultural Education


[3] Choi JO. Effects of Family Crisis on Offline School Bullying in Elementary School Students in Korea: Mediating Effects of ADHD Symptoms, Cyber Bullying Victimization, and Anger. International Journal of Crisis & Safety, 5(1), 43-57 (2020). [Article]
[4] Ha KW. Changes in Private Security Industry according to the Enactment and Amendments of South Korean “Security Services Industry Act”. International Journal of Criminal Study, 3(2), 23-29 (2018). [Article]
[5] Lee JY. A Proposal of Webhard Monitoring System against Cyber Sexual Violence. International Journal of Police and Policing, 5(1), 8-15 (2020). [Article]
[6] Lee S. AI-based Cybersecurity: Benefits and Limitations. Robotics & AI Ethics, 6(1), 18-28 (2021). [Article]
[7] Song SE. Internet Gambling Policy: Prohibition Versus Legalization. International Journal of Justice & Law, 2(2), 22-27 (2017). [Article]
[8] Kim TW & Park GY & Seo ES. IR4.0 and Ethical Tasks of AI. Robotics & AI Ethics, 4(2), 6-13 (2019). [Article]
[11] Shin SH & Him HJ. Study on the Effects of Art Appreciation Class on Multicultural Acceptability: Focused on High School Using Virtual Reality. Journal of Product Research, 37(5), 233-243 (2019).
[12] Kim KS & Song EJ. Virtual Reality Program Model for Trauma Intervention in Multi-cultural Ado-lescents. Journal of the Korea Institute of Information and Communication Engineering, 21(2), 361-366 (2017).
[15] Ha SR & Park GY. Multicultural Society and Multicultural Education. The Journal of Humanities and Social Sciences 21, 12(4), 2239-2249 (2021).
[16] Lee HJ. Virtual Reality and Human Body. Identity and Interaction. Cogito, 91(1), 7-26 (2020).
[21] Ahn SJ & Le AMT & Baileson J. The Effect of Embodied Experiences on Self-other Merging, Attitude, and Helping Behavior. Media Psychology, 16(1), 7-38 (2013).
[25] Borenstein J & Howard A. Emerging Challenges in AI and the Need for AI Ethics Education. AI and Ethics, 1(1), 61-65 (2021).
[26] Dubov A & Shoptawb S. The Value and Ethics of Using Technology to Contain the Covid-19 Epi-demic. The American Journal of Bioethics, 20(7), 1-5 (2020).
[27] Maccari L & Cagno V. Do We Need a Contact Tracing App?. Computer Communications, 166, 9-18 (2021).
[28] Owen R & Macnaghten P & Stilgoe J. Responsible Research and Innovation: From Science in So-ciety to Science for Society, with Society. Science and Public Policy, 39(6), 751-760 (2012).
[29] Rigby MJ. Ethical Dimensions of Using Artificial Intelligence in Health Care. AMA Journal of Ethics, 21(2), 121-124 (2019).
[30] Li Y & Park G. AI Ethics and Privacy Right. Robotics & AI Ethics, 5(2), 27-33 (2020). [Article]
[31] Kim Y & Park G. Rubrics and Schoolwide Approach to the Character Education and Some Impli-cations to AI-based Character Education. Robotics & AI Ethics, 5(2), 19-26 (2020). [Article]
[32] Kim H & Park G. Ethical Issues on AI Equipped Combat Robots. Robotics & AI Ethics, 5(2), 1-7 (2020). [Article]

[13] Edgar D. Audio-visual Methods in Teaching. Dryden (1969).
[14] Jason J. The VR Book: Human-centered Design for Virtual Reality. Morgan & Claypool (2015).
[23] Bailenson J. Fearful but Attractive-humanistic Imagination of Cognition and Experience Opened by Virtual Reality. Dongasiabook (2019).

[1] Ministry of Science and ICT. 5G+ Strategy to Realize Innovative Growth. The Government the Re-public of Korea (2019).
[2] Beom WT & Kim JY & Kim NJ. Analysis of Policy Trends and Case Studies of Realistic Educational Contents Using VR•AR. Issue Report 2019-15, National IT Industry Promotion Agency, 1-19 (2019).
[9] Park JH. The Upcoming Metabus Age, Directions and Implications of Next Generation Content Industry. KIET Industrial Economic (2021).
[10] Busan Metropolitan City Office of Education. Busan School Board's Metaverse-based Business Agreement with Unity Korea (2021).
[17] (2019).
[18] Official Blog of Ggyeongsangbuk-do. Digital Museum VR Experience. Naver Blog (2020).
[19] (2021).
[20] (2021).
[22] Shashkevich A. Virtual Reality can Help Make People more Compassionate Compared to Other Media. New Stanford Study Finds (2018).
[24] (2021).

? Source: