1 |
S. H. Park and J. H. Son, "Virtual world evolution and top 10 issues prospects," National Information Society Agency : IT& Future Strategy, 2009.
|
2 |
S. Y. Kim, "For students from multicultural families support for Korean language education," Korea Institute for Curriculum and Evaluation : ORM 2009-5-9, 2009.
|
3 |
S. S. Ryu, "An exploratory study on the possibility of metaverse-based Korean language subject design," Korean Journal of General Education, vol. 16, no. 2, pp. 289-305, 2022.
DOI
|
4 |
W. C. Cho and W. S. Cho, "A case study of Korean pronunciation and intonation education for multicultural community members:Focusing on voice training academics," Journal of Multicultural Education Studies, vol. 11, no. 1, pp. 61-86, 2018.
|
5 |
G. S. Yoo and K. Chun, "A study on the development of a game-type language education service platform based on metaverse," Journal of Digital Contents Society, vol. 22, no. 9, pp. 1377-1386, 2021.
DOI
|
6 |
S. H. Lee and S. Y. Han, "Metaverse begins : 5 Major Issues and Forecast," Software Policy& Research Institute : Issue Report IS-116, 2021.
|
7 |
N. Stephenson, Snow Crash, Birds and Fish, 1996.
|
8 |
University Intellect In&Out, "What are the possibilities and limitations of the educational use of metaverse?," Aug. 9, 2021 [Online]. Available: https://www.unipress.co.kr/news/articleView.html?idxno=4193 2021.8.
|
9 |
X. Chen and E. K. Choi, "A study on an elementary-level Korean language program using immersive content: Focusing on the textbook of Korean language institutes affiliated with Universities," Journal of Education & Culture, vol. 26, no. 2, pp. 837-864, 2020.
|