최소 단어 이상 선택하여야 합니다.
최대 10 단어까지만 선택 가능합니다.
다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
NTIS 바로가기韓國컴퓨터情報學會論文誌 = Journal of the Korea Society of Computer and Information, v.26 no.9, 2021년, pp.125 - 132
Lee, Byong-Kwon (Dept. of Multimedia, Seowon University) , Lee, Kyoung-A (Leaders in INdustry-university Coperation+, PaiChai University)
At a time when non-face-to-face classes are being held for a long time due to Corona (COVD-19), research on non-face-to-face teaching and learning methods is needed. Existing teaching and learning methods are limited in their application to non-face-to-face classes as they present face-to-face pract...
Jinhan Kim, "Development and Application of Elementary Chemistry Program Using VR Gamification Program", High School Education Online Performance Sharing, 2020.
Goole Trend, Online Learng, Google Ltd Us, https://trends.google.co.kr/ 2021.07.
Lalley, James P.; Miller, Robert H."The Learning Pyramid: Does It Point Teachers in the Right Direction?",Education, v128 n1 p64-79 Fall 2007.
O.T. Laseinde1.et3,"Educating tomorrows engineers: Reinforcing engineering concepts through Virtual Reality (VR) teaching aid",Conference: 2015 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM),December 2015.
Sanika Doolani,"A Review of Extended Reality (XR) Technologies for Manufacturing Training", MDPI Technologies, 30 October 2020,doi:10.3390
Hyunjoo Kim. "A study of Korean language education for academic purposes based on Problem Based Learning." Korean doctoral thesis, Middle School, 2018. Seoul.
Kwak Eun-hye. "Effects of Science Class based on Havruta Learning Method on Science Class Motivation and Scientific Attitudes of Elementary School Students." Master's thesis in Korea, Graduate School of Education, Pusan National University of Education, 2017. Busan
JinHuh, Ah Reum Hong,"Expectation Effect and Satisfaction of Learners' Competency on the Method of Flipped-Learning Instruction", Journal of the Korean Innovation Society, 2019, vol.14, no.1, pp. 127-149 (23 pages), DOI: 10.46251/INNOS.2019.02.14.1.127
Kim Dong-hyun, "KT Super VR, adding educational and meeting content...Expanding immersive content", news cafe, 2020.03
Agnessa Spanellis,et 2,"Gamification and innovation: a mutually beneficial union", BAM 2016: 30th Annual Conference of the British Academy, September 2016
Ministry of Education, "Gamification Leads Students' Voluntary and Active Class Participation" Official blog of the Ministry of Education. March 14, 2021
*원문 PDF 파일 및 링크정보가 존재하지 않을 경우 KISTI DDS 시스템에서 제공하는 원문복사서비스를 사용할 수 있습니다.
Free Access. 출판사/학술단체 등이 허락한 무료 공개 사이트를 통해 자유로운 이용이 가능한 논문
※ AI-Helper는 부적절한 답변을 할 수 있습니다.