1 |
W. C. Chou, J. N. Chen, T. S. Huang, H. J. King, C. H. Chen and S. M. Wang, "Head mounted display (HMD) commercialized product practice research," Proceedings of 5th Asian Symposium on Information Display. ASID '99 (IEEE Cat. No.99EX291), 1999, pp. 339-342, doi: 10.1109/ASID.1999.762776.
DOI
|
2 |
Jinhan Kim, "Development and Application of Elementary Chemistry Program Using VR Gamification Program", High School Education Online Performance Sharing, 2020.
|
3 |
Goole Trend, Online Learng, Google Ltd Us, https://trends.google.co.kr/ 2021.07.
|
4 |
Lalley, James P.; Miller, Robert H."The Learning Pyramid: Does It Point Teachers in the Right Direction?",Education, v128 n1 p64-79 Fall 2007.
|
5 |
Sanika Doolani,"A Review of Extended Reality (XR) Technologies for Manufacturing Training", MDPI Technologies, 30 October 2020,doi:10.3390
|
6 |
Jack Ratcliffe.et 4, "Extended Reality (XR) Remote Research: a Survey of Drawbacks and Opportunities", Human-Computer Interaction, Wed, 20 Jan 2021,DOI: 10.1145/3411764.3445170.
DOI
|
7 |
Hyunjoo Kim. "A study of Korean language education for academic purposes based on Problem Based Learning." Korean doctoral thesis, Middle School, 2018. Seoul.
|
8 |
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
|
9 |
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
DOI
|
10 |
Kim Dong-hyun, "KT Super VR, adding educational and meeting content...Expanding immersive content", news cafe, 2020.03
|
11 |
Agnessa Spanellis,et 2,"Gamification and innovation: a mutually beneficial union", BAM 2016: 30th Annual Conference of the British Academy, September 2016
|
12 |
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.
|
13 |
N. M. Papachristos, I. Vrellis and T. A. Mikropoulos, "A Comparison between Oculus Rift and a Low-Cost Smartphone VR Headset: Immersive User Experience and Learning," 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT), 2017, pp. 477-481, doi: 10.1109/ICALT.2017.145.
DOI
|
14 |
Ministry of Education, "Gamification Leads Students' Voluntary and Active Class Participation" Official blog of the Ministry of Education. March 14, 2021
|