참고문헌
- Akcayir, M., & Akcayir, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11. https://doi.org/10.1016/j.edurev.2016.11.002
- Alexe, M. (2013). Developing professional English vocabulary through computer based simulted situations. In the 9th International Scientific Conference eLearning and Software for Education, Bucharest, April 25-26, 2013, pp. 249-254.
- Arslantas, T. K., & Tokel, S. T. (2018). Anxiety, motivation, and self-confidence in speaking English during task based activities in Second Life. Kastamonu Education Journal, 26(2), 287-296.
- Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented reality trends in education: A systematic review of research and applications. Educational Technology & Society, 17(4), 133-149.
- Berelson, B. (1952). Content analysis in communication research. Free Press.
- Blyth, C. (2018). Immersive technologies and language learning. Foreign Language Annals, 51(1), 225-232. https://doi.org/10.1111/flan.12327
- Bonner, E., & Reinders, H. (2018). Augmented and virtual reality in the language classroom: Practical ideas. Teaching English with Technology, 18(3), 33-53.
- Borenstein, M., Hedges, L. V., Higgins, J. P. T., & Rothstein, H. (2009). Introduction to meta-analysis. Oboken, NJ: Wiley.
- Castaneda, M. A., Guerra, A. M., & Ferro, R. (2018). Analysis on the gamification and implementation of Leap Motion Controller in the IED Tecnico industrial de Tocancipa. Interactive Technology and Smart Education, 15(2), 155-164. https://doi.org/10.1108/ITSE-12-2017-0069
- Chen, J. C. (2016a). EFL learners' strategy use during task-based interaction in Second Life. Australasian Journal of Educational Technology, 32(3), 1-17. https://doi.org/10.17232/KSET.32.1.001
- Chen, J. C. (2016). The crossroads of English language learners, task-based instruction, and 3D multi-user virtual learning in Second Life. Computers & Education, 102, 152-171. https://doi.org/10.1016/j.compedu.2016.08.004
- Chen, J. C. (2018). The interplay of tasks, strategies and negotiations in Second Life. Computer Assisted Language Learning, 31(8), 960-986. https://doi.org/10.1080/09588221.2018.1466810
- Chen, R. W., & Chan, K. K. (2019). Using augmented reality flashcards to learn vocabulary in early childhood education. Journal of Educational Computing Research, 57(7), 1812-1831. https://doi.org/10.1177/0735633119854028
- Chen, Y. L. (2016). The effects of virtual reality learning environment on student cognitive and linguistic development. The Asia-Pacific Education Researcher, 25(4), 637-646. https://doi.org/10.1007/s40299-016-0293-2
- Cho, B. (2018). Verification of the effect of flipped learning. (Doctoral dissertation). Ewha Womans University, Seoul, South Korea.
- Dash, A. K., Behera, S. K., Dogra, D. P., & Roy, P. P. (2018). Designing of marker-based augmented reality learning environment for kids using convolutional neural network architecture. Displays, 55(2018), 46-54. https://doi.org/10.1016/j.displa.2018.10.003
- Dolgunsoz, E., Yildirim, G., & Yildirim, S. (2018). The effect of virtual reality on EFL writing performance. Journal of Language and Linguistic Studies, 14(1), 278-292.
- Fauth, B. (1988). Linking the Visual Arts with Drama; Movement, and Dance for the Young Child. SPONS AGENCY, 159-187.
- Ferry, T. (2016, August 15). Taiwan tech in education. Taiwan business topics. Retrieved from https://topics.amcham.com.tw/2016/08/taiwan-tech-education/
- Finfgeld-Connett, D. (2014). Use of content analysis to conduct knowledge-building and theory-generating qualitative systematic reviews. Qualitative research, 14(3), 341-352. https://doi.org/10.1177/1468794113481790
- Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2011). How to design and evaluate research in education. New York: McGraw-Hill Humanities/Social Sciences/Languages.
- Furio, D., GonzaLez-Gancedo, S., Juan, M. C., Segui, I., & Costa, M. (2013). The effects of the size and weight of a mobile device on an educational game. Computers & Education, 64, 24-41. https://doi.org/10.1016/j.compedu.2012.12.015
- Garzon, J., & Acevedo, J. (2019). A Meta-analysis of the impact of augmented reality on students' learning effectiveness. Educational Research Review, 27, 244-260. https://doi.org/10.1016/j.edurev.2019.04.001
- Gordon, C. L., Shea, T. M., Noelle, D. C., & Balasubramaniam, R. (2019). Affordance compatibility effect for word learning in virtual reality. Cognitive science, 43(6), 1-17.
- Hao, K. C., & Lee, L. C. (2019). The development and evaluation of an educational game integrating augmented reality, ARCS model, and types of games for English experiment learning: An analysis of learning. Interactive Learning Environments, 1-14.
- Harvey, M., Deuel, A., & Marlatt, R. (2020). "To be, or not to be": Modernizing Shakespeare with multimodal learning stations. Journal of Adolescent & Adult Literacy, 63(5), 559-568. https://doi.org/10.1002/jaal.1023
- Hassani, K., Nahvi, A., & Ahmadi, A. (2016). Design and implementation of an intelligent virtual environment for improving speaking and listening skills. Interactive Learning Environments, 24(1), 252-271. https://doi.org/10.1080/10494820.2013.846265
- Hellermann, J., Thorne, S. L., & Fodor, P. (2017). Mobile reading as social and embodied practice. Classroom Discourse, 8(2), 99-121. https://doi.org/10.1080/19463014.2017.1328703
- Hismanoglu, M. (2012). Integrating Second Life into an EFL classroom: A new dimension in foreign language learning and teaching. International Journal on New Trends in Education and Their Implications, 3(4), 100-111.
- Ho, S. C., Hsieh, S. W., Sun, P. C., & Chen, C. M. (2017). To activate English learning: Listen and speak in real life context with an AR featured u-learning system. Journal of Educational Technology & Society, 20(2), 176-187.
- Hoang, D. T. N., & Nguyen, N. T. B. (2019). Mobile augmented reality activities in EFL classrooms at a Vietnamese university from the students' perspective. Journal of Asia TEFL, 16(1), 411-419.
- Hockly, N. (2019). Augmented reality. ELT Journal, 73(3), 328-334. https://doi.org/10.1093/elt/ccz020
- Hong, Z. W., Chen, Y. L., & Lan, C. H. (2014). A courseware to script animated pedagogical agents in instructional material for elementary students in English education. Computer Assisted Language Learning, 27(5), 379-394. https://doi.org/10.1080/09588221.2012.733712
- Hsu, T. C. (2017). Learning English with augmented reality: Do learning styles matter?. Computers & Education, 106, 137-149. https://doi.org/10.1016/j.compedu.2016.12.007
- Hsu, T. C. (2019). Effects of gender and different augmented reality learning systems on English vocabulary learning of elementary school students. Universal Access in the Information Society, 18(2), 315-325. https://doi.org/10.1007/s10209-017-0593-1
- Huang, C. (2010). A virtual world in which to learn to speak English: A case study using ESL students learning to speak English in an English school in Secondlife. In Proceedings of the 4th European Conference on Games-Based Learning: ECGBL2010 (p. 141-150). Academic Conferences Limited.
- Jee, M. J. (2014). From first life to second life: Evaluating task-based language learning in a new environment. Canadian Journal of Learning and Technology/La revue Canadienne de l'apprentissage et de la technologie, 40(1), 1-15.
- Johnson, L., Laurence, F., Smith, R., & Stone, S. (2010). The 2010 horizon report. Austin, Texas: The New Media Consortium.
- Kavanagh, S., Luxton-Reilly, A., Wuensche, B., & Plimmer, B. (2017). A systematic review of virtual reality in education. Themes in Science and Technology Education, 10(2), 85-119.
- Keller, J. M. (2008). First principles of motivation to learn and e3-learning. Distance education, 29(2), 175-185. https://doi.org/10.1080/01587910802154970
- Kerawalla, L., Luckin, R., Seljeflot, S., & Woolard, A. (2006). "Making it real": exploring the potential of augmented reality for teaching primary school science. Virtual reality, 10(3-4), 163-174. https://doi.org/10.1007/s10055-006-0036-4
- Kim, H. J., & Kim, B. H. (2018). Implementation of young children English education system by AR type based on P2P network service model. Peer-to-Peer Networking and Applications, 11(6), 1252-1264. https://doi.org/10.1007/s12083-017-0612-2
- Knutzen, B., & Kennedy, D. (2012). The global classroom project: Learning a second language in a virtual environment. The Electronic Journal of e-Learning, 10(1), 90-106.
- Kruk, M. (2014). The use of Internet resources and browser-based virtual worlds in teaching grammar. Teaching English with Technology, 14(2), 51-66.
- Kucuk, S., Aydemir, M., Yildirim, G., Arpacik, O., & Goktas, Y. (2013). Educational technology research trends in Turkey from 1990 to 2011. Computers & Education, 68, 42-50. https://doi.org/10.1016/j.compedu.2013.04.016
- Kurtz, J. (2018). Adopting augmented reality for task-oriented EFL textbook development, instruction, and learning. Fremdsprachen Lehren und Lernen, 47(2), 45-63.
- Kucuk, S., Yilmaz, R. M., & Goktas, Y. (2014). Augmented reality for learning English: Achievement, attitude and cognitive load levels of students. Education & Science/Egitim ve Bilim, 39(176), 393-404.
- Lakarnchua, O., & Reinders, H. (2014). Implementing mobile language learning with an augmented reality activity. Modern English Teacher, 23(2), 42-46.
- Lambert, J., & Cuper, P. (2008). Multimedia technologies and familiar spaces: 21st century teaching for 21st century learners. Contemporary Issues in technology and teacher education, 8(3), 264-276.
- Lantavou, O., & Fesakis, G. (2018). The effect of an augmented reality board game on English vocabulary development. In ECGBL 2018 12th European Conference on Game-Based Learning (p. 316-324). Academic Conferences and publishing limited.
- Lee, S. M., & Park, M. (2019). Reconceptualization of the context in language learning with a location-based AR app. Computer Assisted Language Learning, 1-24.
- Li, K. C., Tsai, C. W., Chen, C. T., Cheng, S. Y., & Heh, J. S. (2016). The design of immersive English learning environment using augmented reality. In 2015 8th International Conference on Ubi-Media Computing (UMEDIA) 174-179. IEEE.
- Liang, M. Y. (2012). Foreign ludicity in online role-playing games. Computer Assisted Language Learning, 25(5), 455-473. https://doi.org/10.1080/09588221.2011.619988
- Liaw, M. L. (2019). EFL learners' intercultural communication in an open social virtual environment. Journal of Educational Technology & Society, 22(2), 38-55.
- Liou, H. C. (2012). The roles of Second Life in a college computer-assisted language learning (CALL) course in Taiwan, ROC. Computer Assisted Language Learning, 25(4), 365-382. https://doi.org/10.1080/09588221.2011.597766
- Liu, P. H. E., & Tsai, M. K. (2013). Using augmented-reality-based mobile learning material in EFL English composition: An exploratory case study. British Journal of Educational Technology, 44(1), E1-E4. https://doi.org/10.1111/j.1467-8535.2012.01302.x
- Lochmann, G., Reitz, L., Hunz, J., Sohny, A., & Schmidt, G. (2015). Haunted: intercultural communication training via information gaps in a cooperative virtual reality. University of Koblenz. Koblenz, Germany.
- Martin, S., Diaz, G., Sancristobal, E., Gil, R., Castro, M., & Peire, J. (2011). New technology trends in education: Seven years of forecasts and convergence. Computers & Education, 57(3), 1893-1906. https://doi.org/10.1016/j.compedu.2011.04.003
- Mei, B., & Yang, S. (2019). Nurturing environmental education at the tertiary education level in China: Can mobile augmented reality and gamification help?. ustainability, 11(16), 4292. https://doi.org/10.3390/su11164292
- Mulrow, C. D. (1994). Systematic reviews: Rationale for systematic reviews. Bmj, 309(6954), 597-599. https://doi.org/10.1136/bmj.309.6954.597
- Ozdemir, M., Sahin, C., Arcagok, S., & Demir, M. K. (2018). The effect of augmented reality applications in the learning process: A meta-analysis study. Eurasian Journal of Educational Research, 74, 165-186.
- Park, M. (2018). Innovative assessment of aviation English in a virtual world: Windows into cognitive and metacognitive strategies. ReCALL, 30(2), 196-213. https://doi.org/10.1017/S0958344017000362
- Peterson, M. (2012). EFL learner collaborative interaction in Second Life. ReCALL, 24(1), 20-39. https://doi.org/10.1017/s0958344011000279
- Qu, C., Ling, Y., Heynderickx, I., & Brinkman, W. P. (2015). Virtual bystanders in a language lesson: examining the effect of social evaluation, vicarious experience, cognitive consistency and praising on students' beliefs, self-efficacy and anxiety in a virtual reality environment. PloS one, 10(4), 1-26.
- Quintero, J., Baldiris Navarro, S. M., Rubira, R., Ceron, J., & Velez, G. (2019). Augmented reality in educational inclusion: A systematic review on the last decade. Frontiers in Psychology, 10(1835), 1-14.
- Redondo, B., Cozar-Gutierrez, R., Gonzalez-Calero, J. A., & Ruiz, R. S. (2019). Integration of augmented reality in the teaching of English as a foreign language in early childhood education. Early Childhood Education Journal, 48(2), 147-155. https://doi.org/10.1007/s10643-019-00999-5
- Richardson, D. (2016). Exploring the potential of a location based augmented reality game for language learning. International Journal of Game-Based Learning (IJGBL), 6(3), 34-49. https://doi.org/10.4018/IJGBL.2016070103
- Rodrigues, J. M., Ramos, C. M., Pereira, J. A., Sardo, J. D., & Cardoso, P. J. (2019). Mobile five senses augmented reality system: Technology acceptance study. IEEE Access, 7, 163022-163033. https://doi.org/10.1109/access.2019.2953003
- Safar, A. H., Al-Jafar, A. A., & Al-Yousefi, Z. H. (2017). The effectiveness of using augmented reality apps in teaching the English alphabet to kindergarten children: A case study in the State of Kuwait. Eurasia Journal of Mathematics, Science & Technology Education, 13(2), 417-440.
- Shea, A. M. (2014). Student perceptions of a mobile augmented reality game and willingness to communicate in Japanese. (Doctoral dissertation, Pepperdine University).
- Shih, Y. C. (2015). A virtual walk through London: culture learning through a cultural immersion experience. Computer Assisted Language Learning, 28(5), 407-428. https://doi.org/10.1080/09588221.2013.851703
- Solak, E., & Cakir, R. (2015). Exploring the effect of materials designed with augmented reality on language learners' vocabulary learning. Journal of Educators Online, 12(2), 50-72.
- Solak, E., & Cakir, R. (2016). Investigating the role of augmented reality technology in the language classroom. Online Submission, 18(4), 1067-1085.
- Sorrentino, F., & Spano, L. D. (2019). Post-it notes: supporting teachers in authoring vocabulary game contents. Multimedia Tools and Applications, 78(16), 23049-23074. https://doi.org/10.1007/s11042-019-7604-6
- Statista. (2020). Forecast number of mobile devices worldwide from 2019 to 2023 (in billions). Retrieved from https://www.statista.com/statistics/245501/multiple-mobile-device-ownership-worldwide/
- Sydorenko, T., Hellermann, J., Thorne, S. L., & Howe, V. (2019). Mobile augmented reality and language-related episodes. TESOL Quarterly, 53(3), 712-740. https://doi.org/10.1002/tesq.507
- Taskiran, A. (2019). The effect of augmented reality games on English as foreign language motivation. E-Learning and Digital Media, 16(2), 122-135. https://doi.org/10.1177/2042753018817541
- Tekedere, H., & Goke, H. (2016). Examining the effectiveness of augmented reality applications in education: A meta-analysis. International Journal of Environmental and Science Education, 11(16), 9469-9481.
- Tsai, C. C. A. (2018). Comparison of EFL elementary school learners' vocabulary efficiency by using flashcards and augmented reality in Taiwan. Stanislaw Juszczyk, 53-65.
- Turan, Z., & Akdag-Cimen, B. (2019). Flipped classroom in English language teaching: A systematic review. Computer Assisted Language Learning, 1-17.
- Urun, M. F., Aksoy, H., & Comez, R. (2017). Supporting foreign language vocabulary learning through Kinect-based gaming. International Journal of Game-Based Learning (IJGBL), 7(1), 20-35. https://doi.org/10.4018/IJGBL.2017010102
- Vazquez, C. D., Nyati, A. A., Luh, A., Fu, M., Aikawa, T., & Maes, P. (2017). Serendipitous language learning in mixed reality. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp.2172-2179).
- Viera, A. J., & Garrett, J. M. (2005). Understanding interobserver agreement: The kappa statistic. Fam med, 37(5), 360-363.
- Wang, Y. F., Petrina, S., & Feng, F. (2017). VILLAGE-virtual immersive language learning and gaming environment: Immersion and presence. British Journal of Educational Technology, 48(2), 431-450. https://doi.org/10.1111/bjet.12388
- Wang, Y. Y., Lai, A. F., Shen, R. K., Yang, C. Y., Shen, V. R., & Chu, Y. H. (2019). Modeling and verification of an intelligent tutoring system based on Petri net theory. Mathematical biosciences and engineering: MBE, 16(5), 4947-4975. https://doi.org/10.3934/mbe.2019250
- Wu, M. H. (2019). The applications and effects of learning English through augmented reality: A case study of Pokemon Go. Computer Assisted Language Learning, 1-35.
- Yang, J. C., Chen, C. H., & Jeng, M. C. (2010). Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning. Computers & Education, 55(3), 1346-1356. https://doi.org/10.1016/j.compedu.2010.06.005
- Yang, M. T., & Liao, W. C. (2014). Computer-assisted culture learning in an online augmented reality environment based on free-hand gesture interaction. IEEE Transactions on Learning Technologies, 7(2), 107-117. https://doi.org/10.1109/TLT.2014.2307297
- Yung, R., & Khoo-Lattimore, C. (2019). New realities: A systematic literature review on virtual reality and augmented reality in tourism research. Current Issues in Tourism, 22(17), 2056-2081. https://doi.org/10.1080/13683500.2017.1417359