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가상현실 콘텐츠의 교육 과정 운영을 위한 중학교 교육 환경에 대한 연구 - 교육 품질의 질적 제고를 중심으로
An Exploratory Study on the Educational Enviroment for the Application of Virtual Reality Contents to the Curriculum -Focusing on Improving the Quality of Education 원문보기

品質經營學會誌 = Journal of Korean society for quality management, v.49 no.3, 2021년, pp.405 - 420  

김기윤 (성결대학교 융합학부)

Abstract AI-Helper 아이콘AI-Helper

Purpose: This study started with the question of how to use Virtual Reality (VR) contents as a part of the non-face-to-face education tool that has recently attracted attention. Methods: In this paper, the use of VR contents as an educational tool is explained as a process of 'new media access dimen...

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표/그림 (11)

참고문헌 (27)

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  2. Choi, Sungho and Won, Jongseo. 2018. The Effect of deviceon Virtual Reality based Education: Focused on Immersion, Social Consciousness, and Learning Motivation. Journal of The Korean Contents Association 18(1):487-492. 

  3. Digieco. 2015. The future of the video industry through digital media. 「Issue & Trend」. KTBusiness and Economics Research Institute. 

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  6. HolonIQ. 2019. 10 Charts that explain the Global Education. Technology Market. 

  7. Huang, Hsiu-Mei, Shu-Sheng Liaw, and Chung-Min Lai. 2016. Exploring Learner Acceptance of the Use of Virtual Reality in Medical Education: A Case Study of Desktop and Projection-Based Display Systems. 

  8. Kim, Junghyun and Kim, Junghee. 2012. A Study on the Current State and Potential of Smart Media Advertising: Focused on an In-depth Interview with Experts. The Korean Journal of Advertising and Public Relations 14(4):177-209. 

  9. Kim, Kiyoon. 2015. What is the Smart Usage of Smartphone?: Exploring the factors affectingthe smart usage of smartphone. Journal of Media Economics & Culture 13(4):7-59. 

  10. Kim, Kiyoon. 2017. An Exploratory Study on the Industrial Characteristics and the Usage Status of the independent media: Focusing on in-depth interviews with MCN. Speech & Communication, 16(1):213-248. 

  11. Kim, Kiyoon. 2020. An Exploratory Study on The Effects of Early AR Users' Attributes on AR Contents Adoption and Usage: Focusing on AR Contents Users' Perception and Experience. Journal of The Korean Contents Association 20(4):38-48. 

  12. Kim, MinKyo, Kim, YounSung, and Lim, SungUk. 2020. A Study on the Improvement of Airline Educational ServiceQuality Factors using PCSI Index: Focusing on K-airline. Journal of the Korean Society for Quality Management 48(2):329-344. 

  13. Kirk, J. and Miller, M. L. 1986. Reliability and Validity in Qualitative Research. Newbury Park, CA:Sage. 

  14. Lee, Daeyoung, Lee, Seungje, and Jung, Euijun. 2018. The Long Term Memory Effects of Virtual Reality Edutainment with HMD. Journal of Korea Game Society 18(2):69-76. 

  15. Lee, DonHee. 2017. The effects of Educational Service Quality and Participation Intention on Educational Performance through a Case of Action Learning. Journal of the Korean Society for Quality Management 45(4):847-866. 

  16. Nam, Choongmo and Kim, Chongwoo. 2018. A Study on Elementary Students' Virtual Reality Content Production Education. Journal of The Korean Association of Information Education 22(1):33-40. 

  17. NIPA. 2017. Reconstruction of the definition of immersive content. 

  18. NIPA. 2020. 2020 Research report on the development of immersive education contents model. 

  19. NIPA. 2020. 2020 VR Education Contents Field Experience Operation Service Result Report. 

  20. Park, Jooyoun. 2011. A Study on the Characteristics of Radio Formats Production in Korea, Broadcasting & Communication 12(3):31-68. 

  21. PwC. 2020. www.queensu.ca/teachingandlearning/modules/active/documents/Dales_Cone_of_Experience_summary.pdf. 

  22. Sayer, A. M. 1992. Method in Social Science. London & New York: Routledge. 

  23. Van Dijk, J. A. G. M. 2004. Divides in succession: possession, skills, and use of new media for societal participation, In: Bucy, E., Newhagen, J.(Eds.), Media Access: Social and Psychological Dimensions of New Technology Use. LEA, London, 233-254. 

  24. Van Dijk, J. A. G. M. 2005. The Deepening Divide: Inequality in the Information Society. Thousand Oaks, CA:Sage. 

  25. Wadee, Alhalabi, S. 2016. Virtual Reality Systems Enhance Students' Achievements in Engineering Education. Behaviour & Information Technology: 1-7 

  26. https://www.hankyung.com/it/article/202012039641g. 

  27. https://www.moe.go.kr/boardCnts/view.do?boardID294&lev0&statusYNW&smoe&m0204&opTypeN&boardSeq83452, Green Smart School Press Release. 

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