• Title/Summary/Keyword: Virtual Education

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Study on the Operation Strategy of Web Based Virtual Teacher Training (웹을 기반으로 한 가상 교원 연수의 운영 전략에 관한 연구)

  • Jeong, In-Kee
    • Journal of The Korean Association of Information Education
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    • v.4 no.1
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    • pp.98-108
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    • 2000
  • Recently, web based virtual trainings in the teacher training are on the increase. However, we have evaluated only about hardware systems of virtual training systems and considered a question in their good aspects. Now, it is time we evaluate the problems of virtual training systems and search the solutions of them. However, we have no chance to evaluate of problems of each virtual training systems. Therefore, we will analysis management aspects some web based virtual training courses and propose the solutions of them.

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The Nature of Flow in Virtual Reality Education: Based on A Grounded Theory Approach (가상현실 교육에서 몰입의 생태: 근거이론적 접근을 중심으로)

  • Choi, Sung-Ho;Won, Jong-Seo
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.446-460
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    • 2017
  • The purpose of this study is to discover the nature of users' flow experience in virtual reality education services. To this end, we analyzed the factors that affect the user's immersion in virtual reality by applying grounded theory, which is one of the qualitative research method. An experiment was conducted on 11 subjects who were interested in conducting virtual reality education, and conducted interviews after experiments. All of the interviews were documented and configured to construct a paradigm model through the steps of opening coding, axial coding, selective coding. Based on the results, it presents suggestions for future virtual reality education services.

Exploring Learning Effects of Elementary School Students Engaging in the Development of Geological Virtual Field Trips (가상 야외지질답사 모듈 개발에 참여한 초등학생들의 학습 효과 탐색)

  • Choi, Yoon-Sung;Kim, Jong-Uk
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.171-191
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    • 2022
  • The purpose of this study is to explore inductively learning effects of virtual field trips(VFTs) programs developed by elementary school students under the theme of minerals and rocks, focusing on learning in virtual geological components. Ten students attending 'H' elementary school in the metropolitan area voluntarily participated. In order to develop a virtual field trips programs, pre-actual outdoor geological field trips were conducted and virtual field trips programs were developed. In this process, written data of students observing, all video recording and voice recording materials of the course in which students participated, VR development data, and post-interview data were collected. Data were inductively analyzed focusing on four areas(cognitive, psychological, geography, and technical components) of learning in virtual geological field trips. As a result, there were positive learning effects for students in four areas. This study revealed that the study participants were not just participants in virtual learning, but rather developed classes for virtual field trips programs, which had significant results in terms of authentic inquiry.

A Study on Elementary Students' Virtual Reality Content Production Education (초등학생의 가상현실 콘텐츠 제작 교육에 관한 연구)

  • Nam, Choongmo;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.33-40
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    • 2018
  • This study highlights the experiences and lessons learned, through the introduction and production of virtual reality in elementary school classes. We analysed the effects of virtual reality-contents production education using the data from the K.A.P survey, as well as the results from the class using virtual reality. We used Cospaces as a tool for coding the virtual reality content. It was not difficult for students to learn its functions because it could be coded with blockly based programmes. We analysed the results in the practice area. Based on these results, we suggest how to apply this to the elementary school field.

Factors Affecting the Usability of Virtual Reality based Anatomy Education Programs of Nursing Students (간호대학생의 가상현실 기반 해부학교육 프로그램의 사용성에 영향을 미치는 요인)

  • Lee, Jonglan;Hwang, inju
    • Journal of Korean Academy of Rural Health Nursing
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    • v.18 no.1
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    • pp.49-57
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    • 2023
  • Purpose: This study was conducted to confirm the usability of virtual reality-based anatomy education programs for nursing college students and to identify factors that affect their usability. Methods: Data were collected from 143 nursing college students in Gyeonggi-do using a structured questionnaire from May to June 2022. The data analysis was analyzed using real numbers, percentages, means and standard deviation, ANOVA, Scheff's test, Pearson's correlation, and multiple regression using the SPSS/WIN 23.0 program. Results: The subject's usability was 4.26 points (out of 5). The variable that has the greatest influence on the usability of virtual reality-based anatomy education programs is perceived innovation (β=.370, p<.001), followed by perceived pleasure (β=.295, p=.001), perceived ease (β=.253, p<.001), smartphone usage time per day (β=.102, p=.031). These variables explained 70.6% of the usability of virtual reality-based anatomy education programs. Conclusion: The results of this study can be utilized as basic data for a virtual reality-based anatomy education program that will be developed and applied to nursing students in the future.

Nursing students' experiences in virtual simulation practice (간호대학생의 가상 시뮬레이션 실습 경험)

  • Kim, Yoonjung;Kim, Won Jeong;Min, Hye young
    • The Journal of Korean Academic Society of Nursing Education
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    • v.26 no.2
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    • pp.198-207
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    • 2020
  • Purpose: The purpose of this study was to explore the meaning of nursing students' experiences in virtual simulation practice. Methods: The participants were six nursing students who have experience in a virtual simulation. Data were collected from August to September 2019 through a focus group interview. Giorgi's phenomenological method was used for analysis. Results: The study results revealed 3 constituents and 6 sub-constituents that are essential for nursing student's experiences in a virtual simulation. The three constituents were: "Chaos in the virtual reality", "The process of adjusting to chaos", and "Becoming an independent nurse in a safe virtual reality". Conclusion: Based on the results of this study, the following suggestions are made. Results suggest the development of virtual simulations in Korean, the use of simulations as a group activity first, and the use of simulation between lecture and practice or in the regular curriculum. The results of the study can be used as primary data for providing virtual simulation in nursing education.

The Effects of Education for Body Changes through Food Intake in Immersive Virtual Environments (몰입형 가상 환경 기반 음식물 섭취에 따른 신체 변화 교육 효과 분석)

  • Shin, Kwang-Seong;Ryu, Ji Hyun;Cho, Chungyeon;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.12
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    • pp.1964-1967
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    • 2021
  • Recently, to improve the effectiveness of education to learn from textbooks, immersive 3D environments such as virtual reality(VR) has been widely used for education. In this paper, in order to intuitively present education about content scenarios on changes in the human body according to food intake, we consist an immersive virtual reality environment to express the same life-size organs. The participants in our educational system showed higher results in all items compared to the existing textbook-based education such as immersion, understanding, and quality of education program. Also it was found the importance of interactivity to increase the effectiveness of immersive class.

Design and Development of an Immersive Virtual Reality Simulation for Environmental Education (몰입적 환경교육 가상현실 시뮬레이션 설계 및 구현)

  • Park, Ju Hee;Boo, Jae Hui;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.4
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    • pp.541-547
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    • 2022
  • Realistic education using virtual reality compared to traditional learning can enhance students' understanding of knowledge through immersion and interaction. In previous studies, VR education is mainly focused on experiences, and it is difficult to find its applications for environmental education. Environmental issues are a global problem, and environmental education is essential for the future. In this research, we developed an immersive virtual reality-based environmental education simulation designed to help students recognize the importance of environmental education and participate in environmental-friendly actions. This simulation is based on the virtual ecosystem model, which maintains a casual relationship among environmental factors, spatio-temporal connection, and persistent state. Users intuitively recognize environmental problems and is motivated to solve the problem while experiencing the results of interaction related to environmental factors in virtual environment.

DC Injection Control for Grid-Connected Single-Phase Inverters Based on Virtual Capacitor

  • Wang, Wei;Wang, Ping;Bei, Taizhou;Cai, Mengmeng
    • Journal of Power Electronics
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    • v.15 no.5
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    • pp.1338-1347
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    • 2015
  • DC injection is a critical issue in transformerless grid-connected inverters. DC injection control based on virtual capacitor has the advantages of low cost, low loss, high accuracy and easy implementation. In this paper, the principle of DC injection control based on virtual capacitor was analyzed. In addition, the applicable conditions, working process, steady state error and advantages were also discussed in detail. The design of the control parameters based on virtual capacitor was proposed in a grid-connected inverter with LCL filter. The robustness of the control parameters was also discussed. Simulation and experimental results verify the validity of the analysis and demonstrate that this research has a certain value in engineering applications.

The educational needs of virtual reality simulation training for novice nurses' adaptation to clinical practice: A mixed methods study (신규간호사의 임상실무 적응을 위한 가상현실 시뮬레이션 교육 요구도 조사: 혼합연구 적용)

  • Lee, Mikyoung;Eom, Jeong Hee;Kim, Jinyoung
    • The Journal of Korean Academic Society of Nursing Education
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    • v.29 no.4
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    • pp.339-351
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    • 2023
  • Purpose: The purpose of this study is to identify the educational needs of virtual reality simulations that can be applied to novice nurses during the waiting period before starting work in a hospital. Methods: A convergent mixed methods was used. The survey data were collected from 230 novice nurses, and a focus group interview was conducted with 6 new nurses. The data were collected from November 2022 to January 2023. Descriptive statistics, a frequency analysis, independent t-test, and an Importance-Performance Analysis were performed using SPSS 24.0. Results: Appropriate topics for virtual reality simulation education were indicated to be medications and intravenous injections, which are high priority topics in quantitative and qualitative research. The novice nurses wanted group activity training three to four times a week for two weeks before beginning work in a hospital. They also wanted an immersive virtual reality system based on a real hospital environment. Conclusion: Based on the above results, this study provides basic data for the development of a virtual reality simulation education that can improve the adaptation of novice nurses to clinical practice. A strategy was suggested to utilize the waiting time before beginning work in a hospital as educational time.