Search by item HOME > Access full text > Search by item

JBE, vol. 27, no. 5, pp.728-737, September, 2022


A Study on Metaverse Educational Culture Content : Focusing on the Case of Metaverse Moonshin Art Museum

SangHun Nam

C.A E-mail:


Metaverse is gaining worldwide interest, and related industries are developing rapidly. In the field of education, students' interest in metaverse is increasing, and education on metaverse-related technologies and services is required. However, since metaverse classes in universities mainly consist of theoretical education and domestic/overseas case analysis education, practical education that can apply metaverse technology to the real world is also necessary. In the cultural field, event contents such as entrance ceremonies and exhibitions are mainly produced for metaverse contents, and it is also necessary to study metaverse contents that can be sustained for a long time by people visiting regularly. In this study, educational contents that can link cultural participation in the real world with cultural participation in the metaverse were studied using the local cultural space as a medium to produce sustainable metaverse contents. The ‘Metaverse Moonshin Art Museum commemorating the 100th anniversary of Moonshin’s birth’ program reinterpreted the real world of Changwon Moonshin Art Museum into a virtual world by collaborating with students on the Roblox. The ‘Expanded Reality Moonshin Art Museum’ program created an expanded Metaverse art museum that transcends time by augmenting the deceased Moonshin artist in the museum’s exhibition space using HoloLens. For students studying culture-related majors, an educational program that combines metaverse education and practical training was conducted, and it is planned to be supplemented and used as a teaching plan.

Keyword: Metaverse, Roblox, Extended Reality, Moonshin, Education

[1] S. Cho, “Industry, Academia, Research and Government Policy Direction for Metaverse Industry Promotion,” The Journal of The Korean Institute of Communication Sciences, Vol.39, No.2, pp.34-39, January 2022.
[2] J. Lee,“Metaverse industry trend and R&D direction,” The Journal of The Korean Institute of Communication Sciences, Vol.39, No.4, pp.41-46, March 2022.
[3] J. Lee, and S. Kwon, “Edutech’s present, issues, overcoming method, and prospects,” The Magazine of the IEEE, Vol.48, No.4, pp.44-51, April 2021.
[4] R. Singh, and S. Awasthi, “Updated comparative analysis on video conferencing platforms-zoom, google meet, microsoft teams, webex teams and gotomeetings,” EasyChair Preprint, No.4026, pp.1-9. August 2020.
[5] D. Mourtzis, N. Panopoulos, J. Angelopoulos, S. Zygomalas, G. Dimitrakopoulos, and P. Stavropoulos, “A hybrid teaching factory model for supporting the educational process in COVID-19 era,” Procedia Cirp, Vol.104, pp.1626-1631, November 2021. doi:
[6] M. M. Soliman, “A Hybrid Virtual-Physical Approach for Performing Control Theory Laboratories from Home,” Proceeding of the 14th International Conference on Interactive Mobild Communication Technologies and Learning, Thessaloniki, Greece, pp.192-202, 2021.
[7] J. Shin, and S. Kim, “Metaverse as edtech that provides new learning experiences,” Communications of the Korean Institute of Information Scientists and Engineers, Vol.40, No.4, pp.21-30, April 2022.
[8] H. Na, Yu. Lee, S. Kim, and Y. Kim, “A Study on Metaverse Education Platform: cases analysis and suggestion,” Journal of Digital Contents Society, Vol.23, No.5, pp.827-836, May 2022. doi:
[9] A. Crespo, Innovations in Game-based Learning: How Lead Users Created Minecraft: Education Edition, Doctoral dissertation of Massachusetts Institute of Technology, 2021.
[10] R. U. Long, Roblox and effect on education, A Capstone submitted in partial fulfillment of the requirements for the degree of Master of Education in Instructional Technology of Dury University, 2019.
[11] P. A. Rospigliosi, “Metaverse or Simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work,” Interactive Learning Environments, Vol.30, No.1, pp.1-3, Jan 2022. doi:
[12] E. Dincelli, and A. Yayla, “Immersive virtual reality in the age of the Metaverse: A hybrid-narrative review based on the technology affordance perspective,” The Journal of Strategic Information Systems, Vol.31, No.2, 101717, June 2022. doi:


Editorial Office
1108, New building, 22, Teheran-ro 7-gil, Gangnam-gu, Seoul, Korea
Homepage: TEL: +82-2-568-3556 FAX: +82-2-568-3557
Copyrightⓒ 2012 The Korean Institute of Broadcast and Media Engineers
All Rights Reserved