• Title/Summary/Keyword: 학습 몰입감

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A Development of Educational Contents Based Augmented Reality (증강현실기반 차세대 교육용 콘텐츠 설계방안)

  • Han, Jae-Hyeop;Cheon, Yoon-Hee;Sohn, Won-Sung;Choy, Jin-Yong;Choy, Yoon-Chul;Lim, Soon-Bum;Han, Tack-Don
    • 한국정보교육학회:학술대회논문집
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    • 2009.08a
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    • pp.269-274
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    • 2009
  • 차세대 기술과 접목된 교육용콘텐츠의 다양한 연구가 진행되고 있다. 현재 디지털교과서가 연구학교를 중심으로 실험 및 적용 단계에 있으나 학습내용이 고정적이고 제한된 콘텐츠만을 제공하기 때문에 학생들의 흥미와 몰입감 및 학습효과에서 부족한 부분이 많다. 이를 해결하기 위해서는 증감형 콘텐츠를 설계하여 학생들의 흥미와 몰입감 및 상호작용을 높여야 한다고 본다. 이에 본 논문에서는 증강현실 기술을 기반으로 하여 태블릿 기반의 디지털교과서 콘텐츠로 학습을 할 때 관찰하기 어려운 가상의 정보 제공 및 부가적인 정보를 활용하며 상황 인지를 통해 사용자의 상황에 적합한 가이드라인이나 부가 정보를 제공받을 수 있는 차세대 교육용 콘텐츠를 설계해 보고자 한다. 본 연구의 결과는 향후 디지털교과서 적용 시 효과적인 개발방안이 될 것이다.

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Immersive Virtual Endoscopy Training System (체험형 가상 내시경 모의 훈련 시스템)

  • Kwon, Koojoo;Lee, Byeong-Jun;Shin, Byeong-Seok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1689-1691
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    • 2015
  • 인체 장기의 내부 구조를 학습하기 위해 많은 3 차원 인체영상관련 콘텐츠들이 소개되어 왔다. 하지만, 이러한 학습 콘텐츠들은 사실적인 색상을 표현하기 어려울 뿐만 아니라 사용자가 조작할 때 현실감이 떨어지기 때문에 해부도감과 같은 2 차원 학습 콘텐츠와 차별성이 적다. 본 논문에서는 사실적인 인체 색 정보를 가지고 있는 컬러 인체 데이터와 사용자의 동작을 인식하는 센서를 활용하여 몰입감 높은 체험형 가상 내시경 모의 훈련 시스템을 제안한다. 컬러 인체 데이터를 양안시 볼륨렌더링 하여 입체감을 높이고 동작인식 센서를 이용하여 사용자의 손동작으로 직접 가상 내시경 카메라를 조작하여 항행하도록 하였다. 제안한 시스템을 이용하여 다양한 인체 장기의 내부 구조를 사실적으로 표현할 수 있으며 이를 통해 의학정보 학습에 도움을 줄 수 있다.

Development of Dialogue-based Feedback System to Improve Flow Learning in e-Learning Environment (이러닝 환경에서 몰입학습 증진을 위한 대화 기반 피드백 시스템의 개발)

  • Jeong, Sang-Mok;Song, Ki-Sang
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.150-160
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    • 2007
  • In the actual classroom the so-called flow learning is able to motivate the students through face-to-face feedback, and to meet their needs for educational achievement. By contrast, the so-called e-learning method falls short of the satisfactory level of real-life interaction, which makes many learners drop out or give up on their learning. In order to better the e-learning environment, this study presents a dialogue-based feedback system that improves the flow learning of the learners' in the classroom. This newly developed system was applied at the actual school. The result is that the experimented group improved its flow learning, compared with the controlled group. In the former group, each individual showed some consciousness of objective and challenge following the concrete feedback. That is to say, this system enhances the attitude of an active participation and induces the flow learning, thanks to the dialogue-based feedback and the sustained interest in learning. In conclusion, the significance of this study lies in suggesting the direction of a new learning method development in the e-learning environment.

A Study on the Factors Affecting Flow in e-Learning Environment - Focusing on Interaction Factors and Affordance - (이러닝 환경에서 몰입에 영향을 미치는 요인 연구 -상호작용 요인과 어포던스 요인을 중심으로-)

  • Lee, So-Young;Kim, Hyung-Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.522-534
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    • 2019
  • The purpose of this study is to investigate the interaction factors(learning motivation, concrete feedback, learner's control) and affordance factors (aesthetics, playfulness, stability) that influence flow in e - learning. This study collected 236 survey data from e-learning users. The data was analyzed the statistical relationships among the variables using the SPSS21 and AMOS21. The measurement model was reliable and valid, and the structual model was good. The result shows that interaction factors (concrete feedback, learner's control) and affordance factor (playfulness) influence on flow. Flow has a significant effect on satisfaction. Especially the effect of playfulness on flow is meaningful. Playfulness is one of the most important factors leading to the flow state of humans. The contribution of this study is to find the factors influencing flow in the interaction between learners and computer in e-learning. It can be used to provide an entertainment experience that can enhance the satisfaction of consumers in the Internet environment by finding the antecedents that affect the flow in computer - human interaction.

A study on Convergence Factors Related with Academic Burnout of Students in Health Majors in Studying for TOEIC (보건계열 일부 대학생의 토익학습의 학업소진 영향과 관련된 융복합적 요인 연구)

  • Hong, Soomi;Kim, Seung-Hee;Bae, Sang-Yun
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.315-327
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    • 2017
  • This study was carried out to examine the converging factors related to academic burnout in students from health-related majors who are involved in studying for the Test of English for International Communication (TOEIC). Research subjects included 291 randomly selected students from the J-region, who were enrolled in TOEIC classes. Data collection took place from April 3, 2017 to April 14, 2017, using anonymous self-administered questionnaires. The results of a multiple regression analysis in female students showed higher academic burnout pertaining to studying for the TOEIC when sleeping hours, self-worth, self-efficacy, school adaptation resilience, and study immersion were low, and job-seeking stress and test anxiety were high. The explanatory power of this model was 65%. Based on these results, to reduce academic burnout pertaining to studying for the TOEIC in health majors, it is first necessary to increase sleeping hours, self-worth, self-efficacy, school adaptation resilience, and study immersion, and to make efforts to manage self-competence, job-seeking stress, and test anxiety. The results of this study may be used to decrease the academic burnout caused by studying for the TOEIC in health major students and to increase their aptitude for studying English, to cultivate globalized capabilities. Future studies need to conduct an effect analysis on the control and mediation effect that these factors have on academic burnout.

The Effect of Basic Learning Ability Improvement Clinic Classes on Self-efficacy, Immersion, and Major Satisfaction in College Students

  • Jung-Oh Lee;Gyeoung-Ran Moon
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.11
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    • pp.135-145
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    • 2023
  • Due to the decrease in the school-age population, the number of freshmen at local college who lack basic learning skills is increasing. Thus, C college has been running a basic learning ability improvement clinic program. This paper is a case study that investigates the effect of basic learning ability improvement clinic programs on major class immersion, efficacy, and major class satisfaction. In 2022, a total of 459 students were surveyed, including 238 students who participated in online and offline classes for basic learning ability improvement clinics and 221 students who did not participate in classes. Data processing was performed using SPSS Ver. 26.0 was used. The results of this study are as follows. First, among the sub-factors of academic self-efficacy, the group participating in the basic learning ability improvement clinic showed significant differences in task difficulty preference and confidence. Second, the class participation group showed a significant difference in learning immersion in major classes. Third, the class participation group showed significant differences in all sub-factors of major satisfaction. In conclusion, it was found that the basic learning ability improvement clinic class had a significant effect on academic self-efficacy, learning immersion, and major satisfaction.

Analysis of User Experience for the Class Using Metaverse - Focus on 'Spatial' - (메타버스의 수업활용에 관한 사용자 경험 분석 - 스페이셜(Spatial)을 중심으로 -)

  • Lee, Yejin;Jung, Kwang-Tae
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.367-376
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    • 2022
  • In this study, the user experience was analyzed from the learner's point of view, focusing on the metaverse platform 'Spatial'. SUS(System Usability Scale) was used to evaluate the usability of the metaverse platform 'Spatial' in a college class, and the Magnitude estimation technique was used to evaluate the immersion and satisfaction with the class. In addition, a questionnaire survey was used to collect user experience opinions on the use of 'Spatial' as a teaching tool. Looking at the usability evaluation results of the 'Spatial' system, the students evaluated the usability, immersion, and satisfaction quite positively. Looking at the user experience of metaverse platform 'Spatial', it was found that students highly valued Metaverse as an educational tool that can provide a place for many people to gather and communicate even in a non-face-to-face space. Compared to other online platforms, metaverse has advantages in ease of use, interaction, immersion, and interest. In particular, in addition to keyboard, touch, and display, interaction using the five senses such as voice, motion, and gaze was recognized as a great advantage. On the other hand, it was found that high openness, freedom, and interest factors can both promote learning and inhibit learning. Nevertheless, it is judged that the metaverse platform 'Spatial' can be effectively applied in college classes because it enables various interactions between instructor and learner or between learner and learner.

e-learning Technology Based on Mixed Reality (혼합현실기반 이러닝 기술 동향)

  • Seo, Hui-Jeon;Kim, Yong-Hun;Lee, Su-Ung;Lee, Jun-Seok
    • Electronics and Telecommunications Trends
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    • v.22 no.4 s.106
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    • pp.87-95
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    • 2007
  • 급속한 정보통신 기술의 발달로 인하여 유비쿼터스 컴퓨팅의 기술, 네트워크 인프라, 3D 기술, 가상현실 기술 등 미래 콘텐츠 기술을 적용한 새로운 디지털 사용자 환경이 구축되고 있다. 교육 및 지식 분야에서도 동영상 기반이나 플래시 기반의 단순하고 일방형의 교육 콘텐츠를 벗어난 새로운 고품질의 이러닝 콘텐츠가 요구되고 있다. 또한 개인의 체험 중심의 학습경험과 지식을 스스로 구성해나가는 새로운 학습방법을 지원하는 이러닝 기술의 필요성이 증대되고 있다. 이에 대한 대안의 하나로 실재감과 몰입감을 촉진함으로써 학습효과를 향상시킬 수 있는 혼합현실기반의 이러닝 시스템의 개발이 시도되고 있다. 본 고에서는 혼합현실 이러닝 기술 개발 방향을 모색하기 위하여 국내외 혼합현실 이러닝 기술 동향, 시스템 사례, 교육적 효과에 대하여 살펴보고자 한다.

Usability Analysis of Public Libraries' Metaverse Platform (메타버스 내 공공도서관 사용성 분석)

  • JungJo Na;Soyeon Park
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.2
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    • pp.275-294
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    • 2023
  • This study aims to analyze usability of public libraries' metaverse platform. This study also examines factors that affect usability and immersion of metaverse platform of Gangbuk culture information library, Hanbat library in Daejeon, and Mapo Central library. In order to conduct this study, 60 college students participated in online survey and experiment. There was a statistically significant positive relationship between learnability and usability, and between GUI and immersion in every library. Learnability and usability of Gangbuk culture information library were statistically significantly higher than other libraries. On the other hand, GUI score and immersion of Hanbat library was significantly higher than other libraries. However, given that there were few users connected to metaverse platform, there was no significant difference in interactivity among libraries. This study examines characteristics (including strengths and weaknesses) of metaverse platform of each library. It is expected that the results of this study could contribute to the improvement of usability of public library's metaverse platform.

Design of Realistic Digital Micromirror System for Special Education (특수교육용 실감형 디지털 마이크로 미러 시스템 설계)

  • Choi, Jong-Ho
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.8 no.2
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    • pp.163-168
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    • 2015
  • The conventional simple-injection and unilateral-learning methods have the great disadvantages in special education outcomes for intellectual disabilities student. In this paper, we propose a digital micro-mirror system that learners themselves can manipulate the contents by using the various technology on user-interaction and augmented reality. Through the verification tests conducted by special education professionals, it is confirmed that the proposed commercial system can be used as a useful system in the special learning fields requiring high immersion.