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The Effect of Realistic Contents(AR, VR) on the Brains of Middle School Students - Using f-NIRS study

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영문명
발행기관
한국교원대학교 뇌기반교육연구소
저자명
박상희(Sang-Hee Park) 박진선(Jin-Sun Park) 황나래(Na-Rae Hwang) 권승혁(Seung-Hyuk Kwon) 권용주(Yong-Ju Kwon)
간행물 정보
『Brain, Digital, & Learning』제10권 제2호, 157~166쪽, 전체 10쪽
주제분류
사회과학 > 교육학
파일형태
PDF
발행일자
2020.06.30
4,000

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국문 초록

영문 초록

Realistic content is a type of content that stimulates human sensory organs and cognitive abilities to provide a realistic experience and emotion, including VR(Virtual Reality), AR(Augmented Reality), and 360 ° video. Realistic content is considered as one of the innovative educational media because it provides indirect but practical experience to the learner and can promote learning and increase the educational effect. Therefore, the Ministry of Education and KERIS are currently mounted in digital textbooks for widespread use at elementary and middle schools. The purpose of this study is to analyze the brain activation that occurs in middle school students using VR and AR, and to find out whether the realistic content can help the brain stimulation and development of students. Also, by presenting the same tasks in VR and AR, we want to find out which methods and tools are more useful for students active thinking and learning. we measured NIRSIT (OBELAB, Seoul, Korea), a tool using the principle of f-NIRS, for middle school students in D metropolitan city. For the measurement task, AR and VR were used to observe and classify the finches various living environments and their appearance. When using immersive content, the activation of BA(Brodmann Area)10, which is commonly involved in purpose-oriented thinking, was observed. In the case of using AR, activation of the region centered on BA11, which is involved in motivation and compensation, was additionally observed. Since VR was used in the form of a 360-degree image without wearing an HMD(Head Mounted Display), it would be difficult to give as much immersion as the surroundings are blocked. AR and VR can be used effectively as a resource for teaching and learning in future societies. Since the effects of brain activity and learning are different according to the type of contents, further research is required in the future.

목차

I. Introduction
II. Research Method Using Functional Near-Infrared Spectroscopy (f-NIRS)
Ⅲ. Analysis Method & Results
Ⅳ. Conclusions and Educational Implications

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APA

박상희(Sang-Hee Park),박진선(Jin-Sun Park),황나래(Na-Rae Hwang),권승혁(Seung-Hyuk Kwon),권용주(Yong-Ju Kwon). (2020).The Effect of Realistic Contents(AR, VR) on the Brains of Middle School Students - Using f-NIRS study. Brain, Digital, & Learning, 10 (2), 157-166

MLA

박상희(Sang-Hee Park),박진선(Jin-Sun Park),황나래(Na-Rae Hwang),권승혁(Seung-Hyuk Kwon),권용주(Yong-Ju Kwon). "The Effect of Realistic Contents(AR, VR) on the Brains of Middle School Students - Using f-NIRS study." Brain, Digital, & Learning, 10.2(2020): 157-166

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