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Case 07 — VR, the Metaverse, and Immersive Experience Literacy

Case 07 — VR, the Metaverse, and Immersive Experience Literacy

Overview

Item Content
Period Educational experiments after the early-2020s metaverse boom
Technology VR headsets, 3D virtual spaces, avatars, immersive content
Literacy Spatial immersion, avatar etiquette, distinguishing virtual from real, accessibility

Transition Point

Where 2010s AR location missions (2020 folder, Case 09) were on-site + screen, 2020s VR and the metaverse enter virtual spaces and act together. Presence shifts from “watching an experience” → “being inside the experience”.

Literacy Improvement Mechanisms

  1. Immersion and return to reality: Talk that verbalizes virtual experiences
  2. Avatar communication: Relationship etiquette through proxy bodies instead of faces
  3. Design thinking: Deciding what to place in a space
  4. Health and accessibility: Recognizing motion sickness and device access inequality

Field Operation Tips

  • Introduce experiences with 360 photos and simple VR, no expensive equipment
  • Two-step design: “apply what you learned in the virtual to the field”
  • Output: one-page guided course plan for a virtual space

Implications for Paju Activist Training

  • An alternative for remote experiences and tours when visits are difficult
  • Judgment for adoption that fits educational purposes, not overhyped booms
  • Time and safety rules are essential in children’s programs

Notes

  • The 2030s is expected to converge on hybrid experiences mixing VR, AR, and on-site