• Title/Summary/Keyword: learning immersion

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A Study On Structural Relationships Among Academic Achievement Variables for Smart Learning Performance (스마트 러닝 학습성과 향상을 위한 학습 동기 전략 요인들 간의 구조적 관계 연구)

  • Kim, Bum-Nyun;Kim, Yeong-Real
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.2
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    • pp.53-61
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    • 2018
  • Flow is an optimal psychological state that people experience when engaged in an activity that is both appropriately challenging to one's skill level, often resulting in immersion and concentrated focus on a task. Through the study model, we found that Flow can result in deep learning and high levels of learning performance.

Virtual World-Based Information Security Learning: Design and Evaluation

  • Ryoo, Jungwoo;Lee, Dongwon;Techatassanasoontorn, Angsana A.
    • Journal of Information Science Theory and Practice
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    • v.4 no.3
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    • pp.6-27
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    • 2016
  • There has been a growing interest and enthusiasm for the application of virtual worlds in learning and training. This research proposes a design framework of a virtual world-based learning environment that integrates two unique features of the virtual world technology, immersion and interactivity, with an instructional strategy that promotes self-regulatory learning. We demonstrate the usefulness and assess the effectiveness of our design in the context of information security learning. In particular, the information security learning module implemented in Second Life was incorporated into an Introduction to Information Security course. Data from pre- and post- learning surveys were used to evaluate the effectiveness of the learning module. Overall, the results strongly suggest that the virtual world-based learning environment enhances information security learning, thus supporting the effectiveness of the proposed design framework. Additional results suggest that learner traits have an important influence on learning outcomes through perceived enjoyment. The study offers useful design and implementation guidelines for organizations and universities to develop a virtual world-based learning environment. It also represents an initial step towards the design and explanation theories of virtual world-based learning environments.

3D Knowledge Retrieval for e-Learning Construction (이러닝 구축을 위한 3D 지식 검색)

  • Kim, Gui-Jung;Han, Jung-Soo
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.63-69
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    • 2010
  • This research does focus on supporting all of formal, or informal learning at real time. From industry or education field, learning training is according to worker's current situation or business context. And according to worker's current situation, or business flow, 3D immersion knowledge visualization is effective in the individual ability and the learning progress For this, workers listen to compound knowledge coaching advices at real time. Therefore we developed the realistic 3D based knowledge retrieval method to identify and retrieve multidimensional relation easily.

The Study of Stable Child English Education Content Using Augmented Reality Solving the Hide of Marker (마커의 가려짐을 해결하여 증강현실을 이용한 안정적 영어 학습 컨텐츠에 대한 연구)

  • Jeon, Soo-Jin;Kim, Young-Seop
    • Journal of the Semiconductor & Display Technology
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    • v.9 no.4
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    • pp.99-102
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    • 2010
  • In this study, the 3- dimensional (3-D) learning contents are suggested using 'Augmented Reality' instead of existing 2-dimensional (2-D) learning methods. At the present, there are some 2-D learning methods using texts, image, pictures, and videos called e-learning. However, these one-way 2-D methods have some disadvantages such as declining learner's immersion and concentration. Thus, the 3-D learning contents using 'Augmented Reality' are suggested to compensate the disadvantages. According to the development of information technology (IT), the augmented reality has many applications to the era of ubiquitous. However, there are some disadvantages when learners use these contents as following; non-augmenting by partially hiding from makers and declining concentration by patterns of the makers. In this study, the beneficial marker which can solve this non-augmenting phenomenon is suggested.

The Effects of Virtual Competitors on AR (Augmented Reality) Home Training System: Focusing on Immersion, Perceived Competition, and Learning Motivation (증강현실을 활용한 홈 트레이닝에서 가상 참여자의 영향: 몰입, 인지된 경쟁, 그리고 정보 습득의 욕구를 중심으로)

  • Choi, Sungho;Lee, Wonouk;Kim, Hyunju;Won, Jongseo;Lee, Jeehang;Lee, Yeonjoo;Kim, Jinwoo
    • Science of Emotion and Sensibility
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    • v.20 no.3
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    • pp.119-130
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    • 2017
  • The purpose of the study is discovering the effects of virtual competitors on user in AR (Augment Reality) home training system. Specifically, the current research examined their effects on immersion, perceived competition, and leaning motivation. The paper tested three unexplored relationship. First, introducing virtual competitors in home training system will enhance user's immersion. Second, presenting virtual competitors in home training system will increase user's perceived competition. Third, virtual competitors in home training system will raise user's learning motivation. For empirical analysis, we developed home training system, which could check and give feedback automatically, based on user's posture. Using this AR home training system, the study empirically shows how and why virtual competitors affect users. The results give implications not only on service design; but also on the idea that virtual other could affect user's behavior.

An exploration of relationship between mobile learning system quality and learning flow and satisfaction (모바일러닝 시스템 품질과 학습몰입 및 만족도 간의 관계 탐색)

  • Kwon, Youngae;Park, Hyejin
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.16 no.4
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    • pp.111-121
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    • 2020
  • This study analyzed the effects on system quality, learning commitment, and satisfaction in a mobile environment. A survey was conducted on 192 students enrolled in K University, and the research results are as follows. first, it was found that usefulness had an effect on learning commitment, but connectivity and reliability did not affect learning commitment. second, it was found that the usefulness and connectivity of the system quality had a significant effect on the satisfaction of use. third, the intermediary effect of learning immersion was verified as the connectivity, reliability, and usefulness of the system quality influence the satisfaction of use. connectivity and reliability had no mediating effect of learning commitment, and usefulness was found to play a partial mediating role in affecting user satisfaction. This study is meaningful in that it can provide a plan for improving the quality management of mobile learning and improving the learning effect by analyzing the effects on mobile learning from multiple perspectives.

Development a Model of Smart Phone and Educational Robot for Educational using (스마트폰과 교육용 로봇의 교육적 활용을 위한 프로그래밍 교육 모형 개발)

  • Kim, Se-Min;Moon, Chae-Young;Chung, Jong-In
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.481-484
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    • 2012
  • Information subject in the revision educational curriculum actually devoted a good deal of space to increase problem-solving ability through programming learning. However, it is not easy for learners to be immersed in the programming teaching by using only computers, which leads to the heavy logical burden in learning. Therefore, many studies are being carried out on the programming teaching by using robots. Moreover, smartphones have been rapidly widespread in the past few years; as a result, the present immersion situation in smartphones and the side effect problems are on the rise. This study tried to develop a programming teaching model to have a significant synergy effect in programming teaching by using robots with the immersion effect in smartphones. This paper attempts to improve programming teaching effectively by introducing the special feature of smartphones: the immersion greatly needed to programming teaching.

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Augmented Reality Based Drawing Learning System for Toddler's Art Education (영유아 기초 미술 교육을 위한 증강현실로 익히는 드로잉 시스템)

  • Suh, Yeong-Sang;Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.5
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    • pp.505-510
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    • 2016
  • Interest of augmented reality increases rapidly due to development of recent technology. Augmented reality offers learners various satisfactions by using the sense of sight, hearing, touch, etc. and enhances immersion and interest. This paper presents a drawing system for toddler's art education using augmented reality. This system helps toddlers draw pictures easily and can teach toddlers art learning effectively at low cost as well as provide immersion, achievement, and interest.

Comparison of a Learner's Experience on Zoom and Spatial (줌과 스페이셜의 학습자 경험 비교 평가)

  • Yejin Lee;Kwang-Tae Jung
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.535-541
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    • 2022
  • Zoom has been most popularly used as a non-face-to-face online class tool since COVID19, but due to the recent spread of the metaverse, the use of the metaverse platform is increasing. In particular, since a metaverse platform 'Spatial' provides online classroom creation and various learning functions, and various interactions between instructors and learners or learners and learners are possible, it is highly likely to be used in university classes. Since Zoom and Spatial each have their own strengths and weaknesses for the purpose of class use, it is necessary to find out the strengths and weaknesses of each by comparing and analyzing the learner's experience in class use. In this study, a quantitative analysis of usability, immersion, and satisfaction and a qualitative analysis of individual opinions were performed in order to compare and analyze the learner's experience. SUS (System Usability Scale) was used for usability evaluation, and Magnitude Estimation method was used for immersion and satisfaction evaluation. Thirty-five people who had participated in classes using Zoom and Spatial participated as subjects in this study. Zoom was higher than Spatial at the significance level of 0.05 in usability and satisfaction. On the other hand, the immersion in class was higher in Spatial than in Zoom. Since Spatial provides online classroom creation and various learning functions, and provides various interactions and fun elements between instructors and learners or learners and learners, the immersion in classes was high. If the user interface and interaction of Spatial are improved in the future, it is judged that it can be used as an effective online teaching tool that can replace zoom in university classes.

NCS academic achievement and learning transfer ARCS motivation theory in ICT in the field of environmental education through interactive and immersive learning (NCS환경에서 ICT분야 교육에 ARCS 동기이론이 상호작용성과 학습몰입을 통해 학업성취도와 학습전이에 미치는 영향)

  • Park, Dongcheul;Kwon, Dosoon;Hwang, Changyu
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.3
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    • pp.179-200
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    • 2015
  • Recent national policies National Competency Standards(NCS) to develop teaching-oriented education in the field of industry and learning is taking place. Plan to take advantage of the Internet and multimedia classes, information and communication technology (ICT) for ways to leverage the integration appearing in various forms. The purpose of this study is causal influence on the ARCS motivation theory can determine the basic psychology of human motivation factors and the desires of a typical human nature theory dealing with the psychological needs of interactivity and immersion is learning achievement and learning transfer and to validate the demonstration. By applying information and communication technology sector in the development of learning in information and communication equipment training program modules from a field study conducted at the NCS with a clear empirical and empirical research through the synchronization to the learner and to explore the possibility of generalization.