본문 바로가기

추천 검색어

실시간 인기 검색어

학술논문

증강현실(Augmented Reality) 기술 기반의 글자교구재 디지털 앱 개발 사례와 교육효과 평가

이용수 123

영문명
An Augmented Reality-Based Digital App as an Educational Tool for Foreign Language Learning and the Evaluation of Its Learning Effect: Towards an Examination of Learning Motivation, Learning Satisfaction, and Learning Engagement
발행기관
한국IT서비스학회
저자명
김새론 원은진 김형기 윤필중
간행물 정보
『한국IT서비스학회지』제22권 제4호, 141~157쪽, 전체 17쪽
주제분류
경제경영 > 경영학
파일형태
PDF
발행일자
2023.08.31
4,840

구매일시로부터 72시간 이내에 다운로드 가능합니다.
이 학술논문 정보는 (주)교보문고와 각 발행기관 사이에 저작물 이용 계약이 체결된 것으로, 교보문고를 통해 제공되고 있습니다.

1:1 문의
논문 표지

국문 초록

영문 초록

The present work aimed to present the development of ‘Funt’, the augmented reality-based digital app as an educational tool for foreign language learning. Our work further evaluated the learning efficacy of the tool by the assessment of the three dependent measures including learning motivation, learning satisfaction, and learning involvement. With a learning app of ’Funt’, students can use AR app to access recognition-based or location-based experiences such that any objects, artifacts, or media appear to be in the app. Students are then able to interact with the digital content by manipulating it to learn more about it. Students’s engagement should also increase when they create their own experience in AR to demonstrate their understanding of a particular concept or words. Learning effects were evaluated on survey data collected from a hundred respondents aging six to nine years. One-group design for pre-test and post-test was utilized to examine the differences of learning efficacy by comparing the non-‘Funt’ group and the Funt group scores. A pairwise t-Test was performed for pairwise comparisons between two learning groups. The results indicate that the ‘Funt’ group scored significantly higher than the non-‘Funt’ group in the measures of learning motivation, learning satisfaction, and learning involvement. Overall, our results suggest that ‘Funt’ attracted the students’ attention, provided them with a fun context to learn English vocabulary, and develop positive motivation and satisfaction towards vocabulary learning through AR technology.

목차

1. 서론
2. 선행연구 고찰
3. 연구의 방법
4. 연구결과
5. 논의 및 결론
참고문헌

키워드

해당간행물 수록 논문

참고문헌

교보eBook 첫 방문을 환영 합니다!

신규가입 혜택 지급이 완료 되었습니다.

바로 사용 가능한 교보e캐시 1,000원 (유효기간 7일)
지금 바로 교보eBook의 다양한 콘텐츠를 이용해 보세요!

교보e캐시 1,000원
TOP
인용하기
APA

김새론,원은진,김형기,윤필중. (2023).증강현실(Augmented Reality) 기술 기반의 글자교구재 디지털 앱 개발 사례와 교육효과 평가. 한국IT서비스학회지, 22 (4), 141-157

MLA

김새론,원은진,김형기,윤필중. "증강현실(Augmented Reality) 기술 기반의 글자교구재 디지털 앱 개발 사례와 교육효과 평가." 한국IT서비스학회지, 22.4(2023): 141-157

결제완료
e캐시 원 결제 계속 하시겠습니까?
교보 e캐시 간편 결제