스마트 교육 지원을 위한 VR 체험학습 사례 연구
Case study of VR experience studying for smart education support
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초록
UX design e-learning systems in order to establish the reasonable structured modules thatare based on interdisciplinary research. E-learning by focusing on technology-relatededucation, information technology and psychology, business administration, etc. has beenstudied in the field. However, an important part of smart education, one of the students inthe field of self-directed research is lacking UX design. UX Design the User Interface andVisual Identity is central to the success of the content of the important research areas inmodern smart society. This case study is for smart education digital textbooks considered thecharacteristics of the study. Presented by the Ministry of Education on the basis of thestandard of digital textbook content of the e-learning features, including multi-disciplinaryanalysis of UX design requires a structured model is proposed. Research data on the smart education and virtual education in UX design being used asthe basis for studies forward.
Abstract
UX design e-learning systems in order to establish the reasonable structured modules thatare based on interdisciplinary research. E-learning by focusing on technology-relatededucation, information technology and psychology, business administration, etc. has beenstudied in the field. However, an important part of smart education, one of the students inthe field of self-directed research is lacking UX design. UX Design the User Interface andVisual Identity is central to the success of the content of the important research areas inmodern smart society. This case study is for smart education digital textbooks considered thecharacteristics of the study. Presented by the Ministry of Education on the basis of thestandard of digital textbook content of the e-learning features, including multi-disciplinaryanalysis of UX design requires a structured model is proposed. Research data on the smart education and virtual education in UX design being used asthe basis for studies forward.
참고문헌 (7)
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- "네이버 백과"[URL]
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- 서선영, "체험 중심의 프로그램 개발", pp.2014
- 서영호, "실감미디어 기반의 콘텐츠를 위한 카메라 시스템의 구현", (사)디지털산업정보학회 논문지, 9(2), pp.99~109 (2013), (사)디지털산업정보학회
- 오문석, "디지털 컨버전스 환경에서 교육용 콘텐츠 활용방안에 관한 고찰", (사)디지털산업정보학회 논문지, 7(4), pp.101~110 (2011), (사)디지털산업정보학회
