생명과학 학습에서 가상현실(VR) 콘텐츠의 사용에 의한 두뇌 연결성의 변화 연구
A Study on Changes of the Brain Connectivity by Using Virtual Reality Contents in Learning Life Science
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This study was investigated changes of the brain connectivity using the resting state fMRI scanning before and after learning with virtual reality. High school students were administered in a four-weeks-learning program composed of 24 VR contents on life science. After analyzing changes in student’s brain connectivity involved in VR characteristics, we found some significant changes on adolescents’ brain connectivities related to learning motivation, immersion, and dizziness. However, there was no difference in their brain structure related to addiction and social interaction with the VR contents. Based on these results, VR contents for learning life science is presumable useful to develop student’s brain connectivities related to learning motivation and immersion, Otherwise, there was no influence on adolescent’s brain structure of addiction and social interaction by a long-term usage of VR contents. Also continuous use of VR contents might be evoked student’s dizziness in learning.
Abstract
This study was investigated changes of the brain connectivity using the resting state fMRI scanning before and after learning with virtual reality. High school students were administered in a four-weeks-learning program composed of 24 VR contents on life science. After analyzing changes in student’s brain connectivity involved in VR characteristics, we found some significant changes on adolescents’ brain connectivities related to learning motivation, immersion, and dizziness. However, there was no difference in their brain structure related to addiction and social interaction with the VR contents. Based on these results, VR contents for learning life science is presumable useful to develop student’s brain connectivities related to learning motivation and immersion, Otherwise, there was no influence on adolescent’s brain structure of addiction and social interaction by a long-term usage of VR contents. Also continuous use of VR contents might be evoked student’s dizziness in learning.
참고문헌 (44)
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