Acknowledgement
이 논문은 2020년 춘천교육대학교 재정지원사업 연구비를 지원받아 수행되었음.
References
- Ahn, H. S. & Choi, Y. M. (2014). Analysis of educational characteristics of augmented reality edutainment contents according to interaction type. The Korean Journal of Animation, 10(4), 152-169.
- Altinpulluk, H. (2019). Determining the trends of using augmented reality in education between 2006-2016. Education and Information Technologies, 24, 1089-1114. https://doi.org/10.1007/s10639-018-9806-3
- An, K. & Seo, A. (2019). Exploring of priority the edu-tech content development in virtual and augmented reality: An application of AHP method. The e-Business Studies, 20(7), 233-260. https://doi.org/10.20462/tebs.2019.12.20.7.233
- 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
- Arici, F., Yildirim, P., Caliklar, S. & Yilmaz, R. M. (2019). Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis. Computers & Education, 142, 1-23.
- Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators and Virtual Environments, 6(4), 355-385. https://doi.org/10.1162/pres.1997.6.4.355
- Bacca, J., Baldiris, S., Fabregat, R. & Graf, S. Kinshuk. (2014). Augmented reality trends in education: A systematic review of research and applications. Journal of Educational Technology & Society, 17(4), 133-149.
- Bressler, D. M. & Bodzin, A. M. (2013). A mixed methods assessment of students' flow experiences during a mobile reality science game. Journal of Computer Assisted Learning, 29(6), 505-517. https://doi.org/10.1111/jcal.12008
- Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E. & Ivkovie, M. (2011). Augmented reality technologies, systems and applications. Multimedia Tools and Applications, 51(1), 341-377. https://doi.org/10.1007/s11042-010-0660-6
- Chen, Y.-C., Chi, H.-L., Hung, W.-H. & Kang, S.-C. (2011). Use of tangible and augmented reality models in engineering graphics courses. Journal of Professional Issues in Engineering Education & Practice, 137(4), 267-276. https://doi.org/10.1061/(ASCE)EI.1943-5541.0000078
- Chang, R.-C., Chung, L.-Y. & Huang, Y.-M. (2016) Developing an interactive augmented reality system as a complement to plant education and comparing its effectiveness with video learning. Interactive Learning Environments, 24(6), 1245-1264. https://doi.org/10.1080/10494820.2014.982131
- Chiang, T. H. C., Yang, S. J. H. & Hwang, G.-J. (2014). Students' online interactive patterns in augmented reality-based inquiry activities. Computers & Education, 78, 97-108. https://doi.org/10.1016/j.compedu.2014.05.006
- Chung, B. J. & Kim, Y. T. (2020). Morphological awareness on derivational affixes in accordance with vocabulary knowledge in school-age children. Journal of Speech & Hearing Disorders, 29(3), 81-89. https://doi.org/10.15724/jslhd.2020.29.3.081
- Collela, V. (2000). Participatory simulations: Building collaborative understanding through immersive dynamic modeling. The Journal of the Learning Sciences, 9(4), 471-500. https://doi.org/10.1207/S15327809JLS0904_4
- Estudante, A. & Dietrich, N. (2020). Using augmented reality to stimulate students and diffuse escape game activities to larger audiences. Journal of Chemical Education, 97(5), 1368-1374. https://doi.org/10.1021/acs.jchemed.9b00933
- Goktas, Y., Kucuk, S., Aydemir, M., Telli, E., Arpacik, O. & Yildirim, G. (2012). Educational technology research trends in Turkey: A content analysis of the 2000-2009 decade. Educational Sciences: Theory and Practice, 12(1), 177-199.
- Ibanez, M-B. & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computer & Education, 123, 109-123. https://doi.org/10.1016/j.compedu.2018.05.002
- Jang, S.-H. & Kye, B.-K. (2007). Educational application of augmented reality contents. Journal of Korea Contents Association, 5(2), 79-85.
- Johnson, L., Smith, R., Willis, H., Levine, A. & Haywood, K. (2011). The 2011 horizon report. Austin, Texas: The New Media Consortium.
- Kim, H. (2018a). Augmented reality trends in educational research: Through a systematic review of Korean literature. Journal of the Korean Association of Information Education, 22(3), 397-407. https://doi.org/10.14352/jkaie.2018.22.3.397
- Kim J.-S. (2018b). A study on the effects of science education STEAM program on augment reality for intellectual disabilities. Journal of Intellectual Disabilities, 20(3), 151-175. https://doi.org/10.35361/KJID.20.3.7
- Kyza, E. A. & Georgiou, Y. (2019). Scaffolding augmented reality inquiry learning: The design and investigation of the TraceReaders location-based, augmented reality platform. Interactive Learning Environments, 27(2), 211-225. https://doi.org/10.1080/10494820.2018.1458039
- Laine, T. H. (2018). Mobile educational augmented reality games: A systematic literature review and two case studies. Computers, 7(1), 19-47. https://doi.org/10.3390/computers7010019
- Lee, C. Y., Park, C. & Hong, H. G. (2019). An exploratory study on educational use and improvement of augmented reality in secondary school science. Journal of Learner-Centered Curriculum and Instruction, 19(2), 265-292.
- Lee, H., Kwon, Y., Kim, S., Son, S., Han, W. S., Hong, S. K., Park, B. Y. & Jeon, J. (2014). An analysis of the trends of domestic research related to integrated education in science. Journal of Research in Curriculum Instruction, 18(2), 295-319. https://doi.org/10.24231/rici.2014.18.2.295
- Lee, T. & Lee, D. W. (2015). The effects of augment reality based intervention and conceptual meaning mapping strategy on science learning abilities and interests of students with mental retardation. Journal of Learner-Centered Curriculum and Instruction, 15(4), 421-441.
- Lim, C. (2019). Redirecting the research and practice of educational technology for future society and education. Journal of Educational Technology, 35(2), 253-287. https://doi.org/10.17232/KSET.35.2.253
- 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
- Martin-Gutierrez, J., Mora, C. E., Anore-Diaz, B. & Gonzalez-Marrero, A. (2017). Virtual technologies trends in Education. EURASIA Journal of Mathematics Science and Technology Education, 13(2), 469-486.
- Ministry of Education (MOE) (2020). The implementation plan of the distance education competency reinforcement project of teacher training university [교원양성대학 원격교육 역량강화사업 시행계획]. Retrieved from November 12, https://www.moe.go.kr/boardCnts/view.do?boardID=294&lev=0&statusYN=W&s=moe&m=0204&opType=N&boardSeq=81530
- Nielsen, B. L., Brandt, H. & Swensen, H. (2016). Augmented reality in science education: Affordances for student learning. Nordic Studies in Science Education, 12(2), 157-174. https://doi.org/10.5617/nordina.2399
- OECD (2005). The definition and selection of key competencies: Executive summary. DeSeCo Project. OECD Publishing.
- Partnership for 21st Century Skills (P21) (2009). A framework for 21st century learning. Tucson: AZ: P21. Available at: www.21stcenturyskills.org
- Pathomaree, N. & Charoenseang, S. (2005). Augmented reality for skill transfer in assembly task. IEEE International Workshop on Robots and Human Interactive Communication, 500-504.
- Park, S. B. (2017). Analysis of major theme in fourth industrial revolution-focusing on related industries. Second-half research report. Statistics Research Institute, Statistics Korea.
- Park, S. & Lee, J. (2020). Domestic research trends on augmented reality in education from 2015 to 2019. Journal of Learner-Centered Curriculum and Instruction, 20(11), 1-23.
- Park, H. & Sohn, E. (2020). Korean research trends on the educational effects of media ased on virtual reality and augmented reality technology. Journal of Learners-Centered Curriculum and Instruction, 20(5), 725-741. https://doi.org/10.22251/jlcci.2020.20.5.725
- Radu, I. (2014). Augmented reality in education: A meta-review and cross-media analysis. Personal and Ubiquitous Computing, 18(6), 1533-1543. https://doi.org/10.1007/s00779-013-0747-y
- Ryu, J. H., Jo, I, H., Huh, H. O., Kim, J. H., Kye, B. K. & Ko, B. S. (2006). The next generation of learning model for augmented reality enhanced in tangible interface. CR 2006-18. Seoul: Korea Education and Research Information Service.
- Schwab, K. (2016). The fourth industrial revolution, NY: Crown Publishing.
- Shelton, B. E. (2003). How augmented reality helps students learn dynamic spatial relationships. Doctorial dissertation, University of Washington.
- Sortiriou, S. & Bogner, F. X. (2008). Visualizing the invisible: Augmented reality as an innovative science education scheme. Advanced Science Letters, 1(1), 114-129. https://doi.org/10.1166/asl.2008.012
- Squire, K. & Klopfer, E. (2007). Augmented reality simulations on handheld computers. The Journal of the Learning Sciences, 16(3), 371-413. https://doi.org/10.1080/10508400701413435
- Telecommunications Technology Association (TTA) (2020). Information and communication dictionary. Retrieved November 12, from https://terms.tta.or.kr/dictionary/dictionaryView.do?word_seq=100949-17
- World Economic Forum (WEF) (2015). Deep shift: Technology tipping points and societal impact. Retrieved from November 12, http://www3.weforum.org/docs/WEF_GAC15_Technological_Tipping_Points_report_2015.pdf
- Wu, H.-K., Lee, S. W.-Y., Chang, H.-Y. & Liang, J.-C. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62, 41-49. https://doi.org/10.1016/j.compedu.2012.10.024