An Instructional Design of STEAM Programs using Virtual Reality Equipment and Analysis of its Effectiveness and Attitude of Learners (가상현실장비(VR)를 활용한 융합인재교육 프로그램 개발 및 만족도와 학습자의 태도 분석)
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- Journal of The Korean Association of Information Education
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- v.22 no.5
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- pp.593-603
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- 2018