• Title/Summary/Keyword: learning immersion

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Proposal of design plan to improve immersion in online video education -Focusing on Zoom and Webex- (온라인 화상 교육 몰입도 향상을 위한 디자인 방안 제안 -줌(Zoom)과 웹엑스(Webex)를 중심으로-)

  • Lee, Kaha;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.341-348
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    • 2021
  • This study identified learners' immersion, focusing on online video education platforms, Zoom and Webex, used in colleges after the 'Covid-19', and suggested design improvement measures to improve immersion. Through prior research and literature research, the components of immersion and screen components of the online distance education platform were identified, and measures to improve immersion were suggested through questionnaire surveys and in-depth interviews. The research method was conducted for 5 days from April 7 to 12, 2021 for 50 college students and graduate students in their 20s and 30s who are receiving online education through Zoom and Webex, and 6 people were interviewed in-depth. As a result of the experiment, the communication between learners and lecturers was deduced as the biggest factor, so a design plan to facilitate communication between learners and lecturers was proposed based on Gutenberg's diagram. As online video education is predicted to continue even after the Covid-19, continuous online video education immersion research is needed, and we hope that it can contribute to the direction of the research.

Affordance Elements According to the Usability of the Interface of Immersive Virtual Reality Clinical Skill Content (몰입형 가상현실 의료 술기 콘텐츠의 인터페이스 사용성에 따른 어포던스 하위 평가 요소에 관한 연구)

  • Hwang, Hyo-Hyon;Choi, Yoo-Mi
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.307-318
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    • 2022
  • Virtual reality is actively used in the medical field as a learning effectiveness that induces immersion, but research on the factors that induce learning immersion is insufficient. Therefore, this study extracted the usability and cognitive affordance evaluation elements of the interface through literature research and selected four types of virtual reality medical contents to conduct a Useability-Test for experts. Based on this, an interface design method according to virtual reality medical technology content was proposed. In summary, it can be seen that the information-providing interface affects immersion due to visibility, distance from the experience's gaze, color harmony, uniform visualization, feedback, reaction speed, and expected changes resulting from manipulation, and does not impair immersion. This study has limitations in generalization using limited content, so it is expected that continuous research will discuss the development of standardized guides in interface design and the precision of interface design research from a user perspective.

Development and Application of AI Education Immersion Course for school autonomous curriculum at Elementary School

  • Soo-Hwan, Lee;Jeong-Rang, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.201-208
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    • 2023
  • As the demand for AI education increases, AI education is actively conducted in the educational field, but it is difficult to internalize AI education due to securing time, difficulty in organizing class contents, and lack of curriculum. As a way to solve this problem, there is a school autonomous course. The school autonomous course allows schools to have autonomy and discretion throughout the curriculum, such as adjusting the number of hours in the subject group and restructuring the use of achievement standards. In this study, in order to enhance AI education, the effect was analyzed by developing and applying an AI education immersion course using a school autonomous curriculum. In the AI education immersion course, students continuously experience AI education in a dense manner within a limited time, so substantial AI education can be achieved. After the AI curriculum, it was found that students' overall AI literacy and self-determination learning motivation improved. It is expected that this study will be able to present a direction to internalize AI education using school autonomous curriculum.

Effects of Linguistic Immersion Synthesis on Foreign Language Learning Using Virtual Reality Agents (가상현실 에이전트 외국어 교사를 활용한 외국어 학습의 몰입 융합 효과)

  • Kang, Jeonghyun;Kwon, Seulhee;Chung, Donghun
    • Informatization Policy
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    • v.31 no.1
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    • pp.32-52
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    • 2024
  • This study investigates the effectiveness of virtual reality agents as foreign language instructors with focus on the impact of different native language backgrounds and instructional roles. The agents were first distinguished as native or non-native speakers treated as a between-subject factor, and then assigned roles as either teachers or salespersons considered within-subject factors. An immersive virtual environment was developed for this experiment, and a 2×2 mixed factorial design was carried out. In an experimental group of 72 university students, statistically significant interactions were found in learning satisfaction, memory, and recall between the native/non-native status of the agents and their roles. With regard to learning confidence and presence, however, no statistically significant differences were observed in both interaction effects and main effects. Contextual learning in a virtual environment was found to enhance learning effectiveness and satisfaction, with the nativeness and the role of agents influencing learners' memory; thus highlighting the effectiveness of using virtual reality agents in foreign language learning. This suggests that varied approaches can have positive cognitive and emotional impacts on learners, thereby providing valuable theoretical and empirical implications.

A STUDY ON THE RELATION BETWEEN MATHEMATICS AND FOREIGN LANGUAGE

  • Oh, Hyeyoung
    • Korean Journal of Mathematics
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    • v.18 no.4
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    • pp.409-424
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    • 2010
  • We observed the symptoms that occur to students who dislike mathematics when they study mathematics and the data that mathematics is related to foreign language. This study investigated the relation between mathematics and foreign language. Continuous immersion aids not only in acquiring language but also in learning mathematics. For continuous immersion, it is essential to organize small class. We organized small class and compared large class with small class about how the relation between mathematics and language appears in achievement, rate of presence, rate of submission of report, and attitude and enthusiasm. Based on the result, we try to find out the way to increase understanding mathematics and level up the achievements.

A Study on the Influence of the Factors of Computerized Accounting Class upon the Learning Performance (전산회계 수업 영향요인이 학습성과에 미치는 영향에 관한 연구)

  • Rhee, KyongGu;Lee, JeongEun
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.2
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    • pp.87-100
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    • 2020
  • The purpose of this study is to examine whether some factors that influence the computerized accounting class in a university, namely the educational environment of the university, curriculum of the professor and his/her teaching methods, and the self-efficacy of the leaners manifest themselves in effective class satisfaction, class performance and class immersion which reflect these factors. As results, First, in the relationship between the class satisfaction, the professor, the students, and the educational environment of the university all had a significant influence. Second, in the relationship between the class performance, the professors and the students had a significant influence. However, class performance did not have a significant impact on the educational environment of the university and the program. Third, in the relationship between the factors of the classes and the classes immersion, which is one of the sub-elements of the learning performance, it was shown that the environment of the university and the students had a significant impact, while the program and the professor did not have an impact on the class immersion.

Metaverse Realistic Media Digital Content Development Education Environment Improvement Research

  • Kyoung-A, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.67-73
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    • 2023
  • Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to various fields, educators, and learners have more learning experiences using Edutech, but problems through non-face-to-face learning such as reduced immersion or concentration in education are raising In this paper, to overcome the problems raised through non-face-to-face learning and develop metaverse immersive media digital contents to improve the educational environment, we utilize VR (Virtual Reality) based on an immersive metaverse to provide education / Training contents and the educational environment was established. In this paper, we presented a system to increase immersion and concentration in educational contents in a virtual environment using HMD (Head Mounted Display) for learners who are put into military education/training. Immersion was further improved.

A Study on Metaverse Learning Based on TPACK Framework

  • Jee Young, Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.56-62
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    • 2023
  • In the educational environment of the post-COVID-19 era, metaverse learning, which can improve the disadvantages of online learning and improve learning outcomes, is attracting attention. Metaverse is expected to play an important role as a learning experience platform (LXP) that can provide immersion and experience for learners. In order to successfully introduce and utilize metaverse learning that utilizes the metaverse platform, teachers' knowledge of metaverse-related technologies and pedagogical convergence is important. So far, teacher knowledge for educational use of the metaverse has not been explored. In this regard, this study explored the TPACK (Technological, Pedagogical And Content Knowledge) framework as a teacher's knowledge system for metaverse learning. Based on this, this study designed the class contents of metaverse learning. The results of this study are expected to diffuse the importance of TPACK required for metaverse learning and contribute to the development of teachers' competence.

Relationship among Motivation, Social Factors and Achievement in On-offline Blended English Writing Class

  • Kim, Jeong-Yeon
    • English Language & Literature Teaching
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    • v.17 no.4
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    • pp.97-121
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    • 2011
  • This study aims to examine how motivational constructs are interrelated with social, context-specific factors and, as a result, contribute to L2 writing achievement within the framework of self-determination theory. The data consisted of 67 Korean college students' questionnaire responses, final scores in an on-offline blended writing course, and qualitative interviews with 5 students. In the descriptive and the correlation analyses, the participants' extrinsic motivation was found higher than intrinsic motivation, with low amotivation. Among social factors, immersion environment, foreign instructor, and peer comparison marked high scores, whereas Korean instructor and online material gained low scores. Those contextual factors were interrelated with each other, such that the immersion factor correlated significantly with Korean instructor and peer comparison. Extrinsic and intrinsic motivational subscales engendered strong correlations with the high-scored social factors, i.e., immersion, foreign instructor, and peer comparison, which were also closely interrelated with L2 writing achievement. The findings illuminate intricate workings of motivation in its effects on L2 achievement and corroborate the roles of contextual factors. The effect of motivational subscales on achievement may be valid through interplay with some social factors. The dynamics of motivation is discussed for pedagogical applications.

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A Study on the Influence of Avatar on the Immersion of Elementary Class Homepage and the Students Cyber-Self (아바타가 학급 홈페이지 몰입 및 초등학생의 사이버 자아에 미치는 영향에 관한 연구)

  • Kim, Seong-Won;Jeong, In-Kee
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.473-482
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    • 2005
  • We think that the class homepage can be solution for the problems in the cyber space or on-line community because students can practice activities in the on-line community, communicate with teachers or colleague, exchange opinions with parents and use it for learning. However, students would lose interest easily in the existing class homepage for lack of its immersion elements as compared with the commercial on-line communities. The class homepage needs to have immersion elements to reach its purpose. It is one of the solutions to use the avatars. Therefore, we studied on the influence of the avatars as the immersion of the elementary class homepage and the students cyber-self. As a result, we knew that the avatars can act enough as immersion element to achieve construction purpose of the class homepage and that use avatar helps in affirmative cyber self formation of elementary students.

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