3.1. Interview Logs
Student A: This semester, I was contemplating which courses to take, and I couldn't help but notice the unique educational approach that this program offered, which was quite distinct from the conventional courses in history. I vividly remember something you mentioned when I first arrived. The professor said that by learning computer skills in addition to history, we could compete effectively with students from other departments, and this statement left a lasting impression on me. Taking this course, I initially found 3D modeling to be incredibly fascinating through the lectures and YouTube tutorials. Consequently, I dedicated more time to practicing and improving my skills. It felt like I was engrossed in something I hadn't done for a long time. I am sincerely grateful for the opportunity you provided. If you continue to offer courses in the 3D domain next semester, I would definitely like to enroll.
Student B: At first, I was a bit perplexed about the course content and even questioned if this was something that could be taught in the liberal arts, given my background. However, as I delved into the course, I realized that these preconceived notions were limiting. I came to understand that there are more possibilities for liberal arts and history majors than I had thought. Although it was quite challenging initially, and still feels challenging to be honest, the sense of accomplishment and enjoyment from creating and learning outweighs the difficulty. I genuinely look forward to learning more in the coming semester.
Student C: Initially, I decided to take this course with the aim of obtaining a “Micro Degree,” and there was a sense of anxiety, wondering, 'Can I do well in this?' as I had never attempted such programs before. However, learning 3D modeling and the process of creating something from one's own ideas felt incredibly rewarding. In addition to making objects for assignments, I started creating things like doughnuts and building shapes for personal skill improvement, which sparked my interest in advanced Blender techniques. Nowadays, 3D is widely used in various broad and public domains like museum promotion and exhibition design, so I believe that the time spent learning Blender can become an asset in the future. Moreover, your passionate and kind teaching made the class enjoyable. I used to think that I lacked talent in anything related to computers, such as 3D and programming. It was surprising to discover that I found joy in learning. As I learned, I realized that I could create things I had envisioned even better. This experience gave me the confidence to approach any other 3D program in the future.
Student D: Since starting my studies, I haven't taken many computer-related courses. I've only taken three courses so far: Computing Thinking, Digital Forensics Fundamentals for my major, and this semester's “3D Time Machine.” My initial experience with Computing Thinking wasn't great, as I received the worst grade possible, and while I did well in Digital Forensics Fundamentals, it was quite exhausting. When I enrolled in the “3D Time Machine,” I was worried that it would be as challenging as those two previous courses. And indeed, it was difficult. I had trouble keeping up, and without your guidance, I often had no idea what I was doing. Nonetheless, despite the challenges, I found it enjoyable. Handling a program I'd never used before was refreshing, and, most importantly, your continuous support and guidance played a significant role in helping me finish the course on a positive note. I think your ability to create a positive atmosphere in the classroom allowed me to trust and follow your lead. I was gradually losing interest in my major courses in history, as they were mostly writing-focused and often felt monotonous due to repetitive content. This course, however, was engaging. It was the most interesting course I've taken in history. History courses have always focused on writing, and they often felt repetitive and dull. This course was different. I believe this course is worth trying for fellow students aspiring to work in history-related fields.
Student E: When this course was first offered, I hesitated about whether to take it, and in the end, I didn't enroll, partly due to scheduling conflicts. However, last spring, I observed my peers taking this course and doing assignments using 3D modeling in other courses. It seemed impressive and intriguing, and I wanted to try it myself. So, I decided to enroll this semester. Initially, I found every terminology challenging, but I still enjoyed learning something new. A small cube became a miniature house, and later it turned into more massive structures. One shape transformed into flowers and even a boat. As I reflect, I think that's how technological progress likely happens, through small steps. Even now, while writing this feedback, I find hotkeys confusing, and sometimes the program doesn't behave as expected. I also remember the peculiar behaviors of the program at my workstation. Nevertheless, I'm grateful for showing me how fascinating and enjoyable it can be to witness a small cube turning into a building! To survive in the future, continuous improvement is essential. Therefore, I won't forget Blender and will keep practicing. I'm sure you are working hard, and if you ever need assistance in the future, please don't hesitate to call on me. Thank you for this semester!
Student F: Regarding the general content of the course, I had heard about it from seniors, but I had no idea about the specific programs or the course structure. Therefore, I initially enrolled in the course with the thought of learning a computer program that could be integrated into history. Also, while I had heard the terms "3D program" and "metaverse" quite often over the past few years, I felt that they were far from my reach, and I believed that the technology would be challenging to learn. However, during the course, I realized that Blender, the program we used, had a high level of accessibility, and beginners could learn it easily. As someone who enjoys hands-on activities, regardless of the quality of the final product, I found it exciting and fascinating to create something with a computer, something I'm already familiar with. The course provided not only the opportunity to learn the program but also insights into the practical applications of these technologies, which I vaguely knew were used in my favorite games and movies. Knowing the specific processes involved in creating characters or backgrounds was also interesting. In my third year, when there were no light electives available, I found it challenging to get through the semester, but I enjoyed participating in this course without any burden, as it allowed me to engage with computers and learn new things. Personally, I was highly satisfied with this course, to the extent that I would recommend it to my close juniors who have many days left at school. Of course, this was only possible due to the professor's efforts to create an environment where students could easily ask questions and his enjoyable teaching style. I hope to have the opportunity to take another course with him next semester.
Student G: Before enrolling in this course, I had heard about it in passing, but I had no clear understanding of it. During the course, as we used the Blender program, I became curious about creating something in "3D." However, I got somewhat confused with the wealth of information. If it were a program like Power Point or Word, which I use daily, I would have had a rough idea of where certain functions are located. This could have made it easier to remember the course content. But since this was a program I was encountering for the first time, while I tried to follow along during lectures, it was a bit challenging to recall everything later. Nevertheless, through repetitive use of specific functions every week, I was able to use them in assignments, despite my lack of expertise. Additionally, because there was little pressure from assignments and exams, I could learn comfortably without haste. Lastly, taking the “3D Time Machine” course was a valuable experience in broadening my horizons. During the course, using Blender, I gained insights into how my major field could expand, and during my visit to the expo, I had a chance to witness that reality firsthand. If someone were to inquire about the “3D Time Machine” course, regardless of their prior enrollment in other non-major courses, I would recommend it as a must-take course at least once.
Student H: The “3D Time Machine” course was the best choice of my last semester! I had seen my history major friends enjoying this course, and I had thought of taking it someday, but luckily, I could take it this semester. Frankly, this course is known for its heavy workload and difficulty, largely because it overlaps with my law and history major courses. My friends kept persuading me to switch to another course, but after attending the professor's orientation and the first few hours of lectures, I was determined to stay. Despite the stress from my graduation thesis and assignments, this Thursday class was a significant source of relaxation for me. Being able to apply what we learned and create results immediately was enjoyable in itself. Moreover, thanks to the professor's consistent encouragement, I could confidently utilize Blender. I briefly contemplated reconsidering my career choice, but after seeing my humble assignments compared to the works at the expo, I regained my focus. Nevertheless, I had a great time at the expo. Seeing how the metaverse can be utilized, especially in creating cultural heritage and historical content, was delightful. It made me realize that to achieve such results in 3D, it requires a mountain of learning, which motivated me to strive for better outcomes. I worked hard on my laptop for several days, but I still find it embarrassing to show my work to an expert like the professor. I'm sure if I had mentioned my topic beforehand, you would have discouraged me. Still, I wanted to create something meaningful and gave my best, though it was challenging. The royal palace was tough. I would like to try making animations with Blender next semester, but it's a pity that I'm graduating. I hope the professor continues to teach at A university, so more students can experience this delightful course. I'm truly grateful for this semester. Hope to see you again someday.
Student I: As a student in the College of Liberal Arts, I couldn't participate in courses that involved programming or creating something with specific software, due to my law and history major requirements. However, this course allowed me to combine the historical knowledge I possessed with practical skills, resulting in tangible creations. Although some aspects of this hands-on work were tedious, I felt a great sense of accomplishment. This led me to contemplate taking a course during my final semester where I could combine the knowledge and specific skills I had acquired over the years to produce something. Initially, it was a bit challenging to adapt to the course. While I had worked with a computer on a two-dimensional plane, much like drawing on a canvas, tasks that required using the x, y, and z-axes in a three-dimensional space were new to me, which made things a bit difficult in the beginning. As the course progressed, I also faced some challenges due to issues with my computer. Sometimes, my screen would go black while working on demanding tasks, causing me to lose my progress, which was frustrating. Nevertheless, I believe this course expanded my horizons and changed how I view the world. Before, I had assumed that the only way to apply my knowledge in history to society was through careers like a history teacher or a researcher. However, this course taught me that there are various ways to integrate historical knowledge into different fields, beyond academic research. Although I'm preparing to enter the legal profession, and there might not be opportunities to combine my legal studies with history, I've become interested in learning more about Blender as a hobby if the chance arises in the future. I appreciate this enriching course over the semester.
3.2. Analysis of Interviews and Implications
3.2.1. Preconceptions of Humanities University Students
Students belonging to the so-called “digital generation” appeared to have either never contemplated or had very limited knowledge about the concept of convergence. Their exposure to computer education opportunities seemed to be relatively scarce. EdTech was unfamiliar and somewhat daunting to them. During their engagement with technology, curiosity and confusion appeared to coexist. Consequently, their response to the integration of technology into humanities majors was marked by a mixture of curiosity and skepticism. This entrenched thought process among the digital generation created a significant barrier to digital transformation in education. It seemed as though students perceived technology and humanities as two polar opposites that could never intersect. More than external factors, internal biases appeared to play a greater role in making EdTech seem challenging to these students. The hurdles they faced in embracing EdTech were largely constructed within themselves even before encountering the technology. This study demonstrated that, among digital generation university students, there had been limited opportunities for digital education during their middle and high school years, and these limited opportunities continued into their times in university.
3.2.2. Enjoyment
At some point, students discovered the driving force behind their newfound enthusiasm for the course. This moment marked a creative turning point. Students found pleasure and satisfaction in utilizing domain knowledge fed into the data to create something. At this juncture, they gained confidence in tandem with a shift in perception. Once they overcame their psychological thresholds through a few attempts, they savored the narrative essence of EdTech. The course content should not merely focus on the theoretical and obscure aspects, such as the workings of computers or the algorithms' intricacies. It should provide a challenging yet enjoyable experience, with immediate application of acquired knowledge being paramount. Furthermore, the applicability of what they learned was of utmost importance. Students seemed to relish the thrill of instant implementation. As the semester progressed, students appeared to lose their initial hesitations and developed a sense of adventure towards creative utilization of technology. For some, the 3D modeling course became a source of healing and happiness. Utilizing 3D modeling naturally facilitated gamification effects within EdTech.
3.2.3. Frustrations
Most of humanities university students have grown weary of text-based learning. Alternative curricula should be developed to replace this educational method. Students consider EdTech as both methods and goals in education. In higher education, EdTech is scarcely used, and in almost all courses, EdTech is not utilized. Even in cases where it is used, the educational component is lacking, and it is predominantly a tool for technology. Therefore, students tend to prioritize skills aimed at employment over those they can apply to their own studies.
3.2.4. Employment
While these students belong to the digital generation, their strong connection with humanities is apparent. Consequently, they often approach EdTech with bewilderment and associate technology primarily with employment prospects. This is the dilemma for humanities majors. They recognize the necessity of being tech-savvy to thrive, but mastering technology isn't their forte. Students mentioned that the course broadened their perspective on technology, implying an expansion of career options.
3.2.5. Perception Shift
Students who participated in the “3D Time Machine” course applied their newfound knowledge to other assignments. This development is noteworthy. Edtech, with its emphasis on software education, holds the potential for widespread adoption. Initially, students learn technology as a skill, but over time, it becomes part of their skill set. As a result, they independently seek applications for their acquired knowledge and hone their skills to achieve better outcomes. Hardware-centered EdTech enhances the efficiency of instrumental learning environments. In contrast, software-centered EdTech fosters the development of digital competence, which encompasses a mindset and attitude towards technology, continually stimulating a sense of purpose regarding the technology. [
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Although it might be assumed that these digital natives would have a natural affinity for technology, interviews with students revealed an initially vague and detached attitude toward technology. However, once they began participating in EdTech courses, they found them engaging and enjoyable. The issue lies not in EdTech itself but in how it is used solely for knowledge acquisition. A more effective form of EdTech involves the learners in creating tangible outcomes. [
31] In such instances, students show interest in understanding how the technology used in EdTech is applied in the industry.
While the humanities students naturally stated that they had no prior opportunities for programming, they expressed satisfaction with narratives that combined knowledge and skills [
32]. Despite the difficulties and inconveniences associated with learning new technology, they derived fulfillment from integrating knowledge and technology into a narrative [
33]. The use of the term "satisfaction" beyond mere enjoyment implies a sense of pride in overcoming challenges and gaining confidence. Their expanded perspective on the world suggests not just a broadening of career choices but also an opportunity to discard preconceived notions and biases. The union of data and EdTech has the capacity to bring about transformative changes in individuals. It doesn't just leverage the efficiency of physical technology for knowledge acquisition; it allows individuals to adopt the perspective of a creator using technology to produce content. [
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3.2.6. Sustainable Education with EdTech
The students took pride in the fact that they were creating something in the realm of digital 'technology.' As humanities majors, they initially accepted technology as something beyond their ability to realize, thus maintaining a passive attitude that separated them from the digital domain. Concepts like digital, computer, and technology seemed to have settled in their minds as forms of resignation and self-pity.
EdTech is about using technology for education, not teaching technology. Therefore, it's essential to quickly familiarize students with easy-to-use and versatile technologies. To live as responsible citizens in the future, students must be taught technologies they can handle independently and proactively. The students who participated in the "3D Time Machine" expressed considerable regret that the class only lasted one semester. They desired to learn technology that goes beyond a mere hobby, something that can practically support their studies, career choices, and lives. Through the class, they managed to alleviate some of the fear and vagueness associated with the digital world, gaining the courage to confront the digital realm, which is the most significant achievement brought by this class. This is because it provided a foundation for students to study continuously and independently.
They consistently expressed their willingness to study, even if they must do it alone. This implies the need for introducing a sustainable form of lifelong learning in education. To enhance practical abilities for sustainable development, schools should prevent citizens from becoming isolated and enable them to actively participate in society. A society primarily centered on virtual worlds based on digital data will soon emerge, and polarization will occur based on participation in various activities within these virtual worlds.
If humanities major like the students in the class are not provided opportunities to achieve something in the field of technology, there will be an imbalance in society. Considering the rapidly changing digital industry, university students entering society and businesses must have easy access to and be able to learn software-centered EdTech. In essence, when sustainable education is provided to citizens, a sustainable world can be created.
3.2.7. Implications
Through this study, it has been substantiated that opportunities for digital education are indeed limited for the digital generation. Moreover, even when such opportunities exist, humanities university students perceive them as exceedingly challenging. These educational approaches and contents require improvement. While the role of educators may vary, it is imperative that digital-related courses in the curriculum align with the foundational competencies of students. Although these students are at the university level, their digital literacy remains at an elementary school level. This situation can be attributed to the Korean educational system, which, due to the emphasis on college entrance exams beginning in middle school, does not require students to study subjects unrelated to these exams. In such a context, if university students are simply taught digital competencies with an assumption that they are as adept as adults, it not only fails to lower the entry barrier to digital transformation education but raises it higher. [
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There are two potential solutions to this issue: either introducing digital subjects into the college entrance exams or ensuring that students acquire digital competencies well before entering middle school. Currently, Korean university students are challenging to teach digital subjects to. Once they enter university, they must decide on their future career paths and society expects them to possess digital competencies. However, in order to gain admission to university, they have received no preparation in terms of competencies needed for the future society. [
14] The EdTech curriculum at universities that caters to these digital generation university students should be composed of fundamental courses designed to be engaging and allow students to participate without reservation. Furthermore, the outcomes of these courses should be capable of influencing their future career choices. There is a need for an educational buffer zone to allow an engaging approach to digital technology. This buffer zone should be filled with software-centered EdTech.
Students who enrolled in the “3D Time Machine” course testified that they gained confidence in digital literacy through an easy and engaging curriculum. They felt that their digital competencies had significantly improved. This is the realization of a buffering effect in digital education. In the “3D Time Machine” course, students acquired data literacy and digital literacy using 3D modeling software, enabling them to unfold their own worldview in the digital realm.
One of the most striking findings from this study, gathered through feedback from the digital generation university students, was their substantial skepticism regarding the current educational paradigm. Until now, all education has been centered around acts derived from "writing." Although today’s university students are often referred to as a generation comfortable with digital technology, their actual application of digital technology in education is quite limited. Even if we stretch the definition to include note-taking on tablet computer screens and using the internet during classes, it is clear that educational activities predominantly reliant on the millennia-old "writing" paradigm have not changed. Consequently, despite living in the digital age, these students are still living in an analog world when it comes to activities aimed at achieving educational goals. When transitioning to digital education, it is essential for it to have characteristics distinct from analog education, and the impact it has on learners' cognition must differ from the impact seen in analog education. The digitization issue is not solely about efficiency enhancement; it demonstrates how critical it is to foster critical thinking and new levels of cognitive abilities in the entities that utilize digital tools.
The “3D Time Machine” course intended to shift the educational paradigm by emphasizing a "hands-on" approach, which turned out to be highly effective. Students all found satisfaction and interest in witnessing their creations come to life at their fingertips. Moreover, there was discussion regarding the teaching style that educators employing software-centered EdTech need to adhere to. Surprisingly, a significant number of today's university students, despite being referred to as the digital generation, have never even tried Photoshop. When teaching students at this level, educators must lower their expectations and establish an atmosphere of friendly guidance, showing easily comprehensible outcomes in advance. During the lectures, some students might require detailed instructions on even the most basic keyboard shortcuts. The reason for using EdTech isn't to transform learners into professional technicians, so fast-paced lessons may not be ideal. Instead of keeping pace with a fixed curriculum, it's more appropriate to adapt the course's progression according to the learners' comprehension level. Furthermore, educators should possess a significantly higher level of technology literacy and data literacy compared to the learners. This allows the educational goals of EdTech to extend beyond merely teaching software usage to potentially educating within metaverse environments.