"Metaverse" Learning Model Development for Creative Arts and Cultural
Keywords:
Metaverse, Learning Model Development, Arts and Culture Learning, Creative LearningAbstract
This research aimed to: 1) study and analyze a creative model for learning art and culture on the metaverse platform; 2) develop such a learning model; and 3) establish a learning network through the metaverse. A mixed-methods research approach was employed in Phra Nakhon Si Ayutthaya Province. The qualitative sample group consisted of 10 experts, while the quantitative experimental group comprised 100 Mathayom 3 (Grade 9) students from four schools during the second semester of the 2024 academic year. The research instruments included an interview form, a needs assessment questionnaire, a satisfaction survey, a learning achievement assessment, and the developed learning model. The data were analyzed using instrument validity through IOC, difficulty index (p), discrimination index (r), descriptive statistics (percentage, mean, standard deviation), and a Paired Sample t-test.
The research findings revealed that:
- The developed learning model utilized a three-dimensional virtual environment integrating VR, AR, and real-time interactive systems, effectively enhancing learner engagement and delivering an immersive, real-world-like learning experience in art and culture.
- Students demonstrated higher post-learning achievement, with an average increase of 73.06% or 6.17 points compared to pre-learning scores.
- The creation of a learning network fostered knowledge exchange and supported the design and selection of instructional media tailored to the Social Studies, Religion, and Culture learning area, aligning with the concept of a Professional Learning Community (PLC).
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