RISS 학술연구정보서비스

검색
다국어 입력

http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

변환된 중국어를 복사하여 사용하시면 됩니다.

예시)
  • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
  • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
닫기
    인기검색어 순위 펼치기

    RISS 인기검색어

      KCI등재

      증강현실 기반 모바일 교육 콘텐츠의 교육적 활용에 관한 연구 = 교육용 모바일 증강현실 어플리케이션 사례분석

      한글로보기
      • 내보내기
      • 내책장담기
      • 공유하기
      • 오류접수

      부가정보

      다국어 초록 (Multilingual Abstract)

      Augmented reality technologies have quickly become one of the most popular technologies due to the popularization of smartphones, and a variety of contents development and utilization has been actively carried out. Especially, practical learning effect part of education field is recognized and growing fast that is advantage of augmented reality. In particular, applications for educational contents through mobile infrastructure augmented reality that is highly accessible and compatible are actively developed. However, the study on the learner’s view of mobile-based augmented reality education content based solely on its content has not yet been systematic. This study aims to identify characteristics unique to an augmented reality environment for user assessment and usability assessment in creating more efficient mobile based education contents in the future, and to provide guidelines on assessment items. To that end, we first developed an augmented reality assessment application based on the usability assessment application based on the similar augmented reality assessment method to identify the characteristics of augmented reality through a preliminary study. For this, the augmented reality environment is a usability assessment element, which is added to the usability assessment, adding to the usability assessment, which is a reality assessment, taking into account the difference between the usability assessment part of virtual reality and the augmented reality interface with virtual reality. They were also based on specific assessment items, based on physical apperdences, cognitive appendances, and functional appendances that interpret the relationship between the user interface and functional, physical attributes. Based on this, the final 19 assessment items were evaluated by experts. The real-world applications were based on the search results of Google and Naver, and the tenth-largest education applications by the number of users. As a result, the current holistic approach of augmented reality applications has been shown to depend on visual input, with a high degree of satisfaction with the learner’s curiosity and satisfaction with the architecture being a high point of education. It also revealed that learners should improve themselves or feedback on errors and satisfaction with learning depending on the difficulty of learning. In particular, there were many improvements in the quality of interface design focusing on developers between multimedia elements and contents. Learning with the more efficient mobile incrementing reality education app requires understanding the professional augmented reality of the instructors and completion of relationships with other technical elements.
      번역하기

      Augmented reality technologies have quickly become one of the most popular technologies due to the popularization of smartphones, and a variety of contents development and utilization has been actively carried out. Especially, practical learning effec...

      Augmented reality technologies have quickly become one of the most popular technologies due to the popularization of smartphones, and a variety of contents development and utilization has been actively carried out. Especially, practical learning effect part of education field is recognized and growing fast that is advantage of augmented reality. In particular, applications for educational contents through mobile infrastructure augmented reality that is highly accessible and compatible are actively developed. However, the study on the learner’s view of mobile-based augmented reality education content based solely on its content has not yet been systematic. This study aims to identify characteristics unique to an augmented reality environment for user assessment and usability assessment in creating more efficient mobile based education contents in the future, and to provide guidelines on assessment items. To that end, we first developed an augmented reality assessment application based on the usability assessment application based on the similar augmented reality assessment method to identify the characteristics of augmented reality through a preliminary study. For this, the augmented reality environment is a usability assessment element, which is added to the usability assessment, adding to the usability assessment, which is a reality assessment, taking into account the difference between the usability assessment part of virtual reality and the augmented reality interface with virtual reality. They were also based on specific assessment items, based on physical apperdences, cognitive appendances, and functional appendances that interpret the relationship between the user interface and functional, physical attributes. Based on this, the final 19 assessment items were evaluated by experts. The real-world applications were based on the search results of Google and Naver, and the tenth-largest education applications by the number of users. As a result, the current holistic approach of augmented reality applications has been shown to depend on visual input, with a high degree of satisfaction with the learner’s curiosity and satisfaction with the architecture being a high point of education. It also revealed that learners should improve themselves or feedback on errors and satisfaction with learning depending on the difficulty of learning. In particular, there were many improvements in the quality of interface design focusing on developers between multimedia elements and contents. Learning with the more efficient mobile incrementing reality education app requires understanding the professional augmented reality of the instructors and completion of relationships with other technical elements.

      더보기

      목차 (Table of Contents)

      • Abstract
      • Ⅰ. 서론
      • Ⅱ. 이론적 배경
      • Ⅲ. 증강현실 교육콘텐츠 활용사례 및 분석
      • Ⅴ. 결론
      • Abstract
      • Ⅰ. 서론
      • Ⅱ. 이론적 배경
      • Ⅲ. 증강현실 교육콘텐츠 활용사례 및 분석
      • Ⅴ. 결론
      • Reference
      더보기

      동일학술지(권/호) 다른 논문

      동일학술지 더보기

      더보기

      분석정보

      View

      상세정보조회

      0

      Usage

      원문다운로드

      0

      대출신청

      0

      복사신청

      0

      EDDS신청

      0

      동일 주제 내 활용도 TOP

      더보기

      주제

      연도별 연구동향

      연도별 활용동향

      연관논문

      연구자 네트워크맵

      공동연구자 (7)

      유사연구자 (20) 활용도상위20명

      이 자료와 함께 이용한 RISS 자료

      나만을 위한 추천자료

      해외이동버튼