华东师范大学学报(教育科学版) ›› 2023, Vol. 41 ›› Issue (11): 38-51.doi: 10.16382/j.cnki.1000-5560.2023.11.004

• 专题:元宇宙教育 • 上一篇    下一篇

元宇宙中的教育:现状与革新的未来

王琳1, 陈泓舟2, 蔡玮2   

  1. 1. 广州美术学院中国近现代美术研究所,广州 510260
    2. 香港中文大学(深圳)理工学院,深圳 518172
  • 出版日期:2023-11-01 发布日期:2023-10-27
  • 基金资助:
    广州美术学院2021年度项目库科研项目“改革时代中国设计的知识生成与文化政治”(21XSB37)

Education in Metaverse: The Status Quo and Innovation

Lin Wang1, Hongzhou Chen2, Wei Cai2   

  1. 1. Guangzhou Academy of Fine Arts, Guangzhou 510260, China
    2. School of Science and Engineering, Chinese University of Hong Kong(Shenzhen), Shenzhen Guangdong 518172, China
  • Online:2023-11-01 Published:2023-10-27

摘要:

本文关注元宇宙(metaverse)概念下不同行动主体的教育实践与前沿理念,提出观察元宇宙教育现状与革新的三个层次,即去中心化技术带来的教育结构性变革、元宇宙中的知识经验变化以及人机交互发展。文章认为,元宇宙中的教育将从去中心化自治组织(DAO)、去中心化金融(DeFi)和去中心化身份(DID)三个维度革新传统中心化教育模式、强化教育的普惠性;游戏是元宇宙重要辅助教育资源,在锻造教育认知链条、拓展数字课堂叙事、构建泛在学习机制等方面具有显著优势;新形态人机交互拓宽了学科边界,且发生在数字教育社区的校园元宇宙为教育学习创造了新的连接可能。

关键词: 元宇宙, 去中心化社区, 电子游戏, 虚拟现实, 人机交互, 教育

Abstract:

This article examines the educational practice and cutting-edge ideas of different actors under the concept of metaverse. We bring forward three levels of observation of education in Metaverse, namely, the changing structure empowered by decentralized technology, the altered knowledge and experience of education in metaverse, and the development of human-computer Interaction. We believe that, first, Web 3 Education will update the traditional educational model and highlight the publicity of education from the dimensions of DAO, Defi and DID. Second, video games have significant advantages in forging educational cognitive chains, expanding digital classroom narratives, and building ubiquitous learning mechanisms, and are important auxiliary educational resources in Metaverse. Finally, the new form of human-computer interaction broadens the boundaries of disciplines, and the university metaverse that takes place in the digital education community creates new connection possibilities for education and learning.

Key words: metaverse, decentralized communities, video games, virtual reality, human-computer interaction, education