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Development of Virtual Reality-Based Edutainment Contents for Children’s English Education

机译:开发基于虚拟现实的儿童英语教育娱乐内容

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Background/Objectives: Owing to the development of smartphone, mobile educational applications are rapidly increasing, especially those for children. However, it is necessary to induce them to ‘move their bodies for themselves’. Methods/Statistical Analysis: The purpose of this study is to produce virtual reality-based educational content that induces learners to naturally act and gain learning effects. Based on virtual reality device ‘(I-cube)’ that induces learners to act, it hides alphabets here and there in the space. Learners can naturally learn English words by looking around like in the ‘treasure hunt’ and searching for cards with words. Findings: The implications of this study can be summarized as follows. First, the existing e-learning content could not arouse learners’ interest or induce them to constantly participate in education as it consisted of passive interactions such as clicking buttons. This study can provide measures to solve this problem. Second, it shows the possibility to provide a new type of virtual reality. The fact that technology development costs for virtual reality are increasing but there are few successful business cases could be a risky element for virtual reality. However, if virtual reality and education can be integrated in Korea that has high education fever, it could make a great case. Application/Improvements: In order for the market of virtual reality-based content for children to develop, it is necessary to study how virtual reality devices would influence children’s bodies.
机译:背景/目标:由于智能手机的发展,移动教育应用程序正在迅速增加,尤其是针对儿童的应用程序。但是,必须诱使他们“为自己运动”。方法/统计分析:本研究的目的是产生基于虚拟现实的教育内容,以诱导学习者自然地行动并获得学习效果。基于诱导学习者行动的虚拟现实设备“(I-cube)”,它在空间中的任何地方都隐藏了字母。学习者可以自然地学习英语单词,方法是在“寻宝游戏”中环顾四周,然后搜索带有单词的卡片。结果:这项研究的意义可以总结如下。首先,现有的电子学习内容不能激发学习者的兴趣,也不能诱使他们不断参与教育,因为它由诸如单击按钮之类的被动交互组成。这项研究可以提供解决该问题的措施。其次,它显示了提供新型虚拟现实的可能性。虚拟现实的技术开发成本正在增加,但成功的商业案例很少,这可能是虚拟现实的风险因素。但是,如果虚拟现实和教育可以在高教热的韩国进行整合,那将是一个很好的例子。应用/改进:为了开发面向儿童的基于虚拟现实的内容市场,有必要研究虚拟现实设备如何影响儿童的身体。

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