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가상현실(VR) 교육이 대학생의 학습 효과에 미치는 영향 요인 연구: 영어 전공 학부생을 중심으로

A Study on the Influence Factors of Virtual Reality Teaching on College Students’ Learning Performance: Taking English Majors as an Example

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초록

This study aims to improve the learning effect of English majors in Virtual Reality (VR) teaching and thus improve their learning performance. Taking the Biggs 3P model as the theoretical basis, this study explored the factors in the influences of VR teaching on English undergraduate students’ learning performance through a questionnaire survey. It examined the relationship between learning engagement, VR teaching student engagement, and learning performance. This study developed a questionnaire based on the mature scales of previous studies. It used PLS-Smart to empirically analyze the 334 returned questionnaires to test the hypotheses proposed in the study. The results showed that VR teaching positively influences undergraduate students’ English learning performance, in which learning engagement plays a mediating role. Based on this, to better use VR teaching to improve students’ learning performance, this study proposed feasibility recommendations in four aspects: class, students, teachers, and teaching methods.

Abstract

This study aims to improve the learning effect of English majors in Virtual Reality (VR) teaching and thus improve their learning performance. Taking the Biggs 3P model as the theoretical basis, this study explored the factors in the influences of VR teaching on English undergraduate students’ learning performance through a questionnaire survey. It examined the relationship between learning engagement, VR teaching student engagement, and learning performance. This study developed a questionnaire based on the mature scales of previous studies. It used PLS-Smart to empirically analyze the 334 returned questionnaires to test the hypotheses proposed in the study. The results showed that VR teaching positively influences undergraduate students’ English learning performance, in which learning engagement plays a mediating role. Based on this, to better use VR teaching to improve students’ learning performance, this study proposed feasibility recommendations in four aspects: class, students, teachers, and teaching methods.

참고문헌 (12)

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  2. Balwant, P. T., "The meaning of student engagement and disengagement in the classroom context : Lessons from organizational behaviour", Journal of Further and Higher Education, 42(3), pp.389~401 (2018)[DOI]
  3. Cai, W., "The application of virtual simulation technology in mechanical engineering experimental teaching", Experimental Technology and Management, (8), pp.1055~1058 (2011)
  4. Chao, G. C. N., "Development of the motivation and engagement in virtual reality Chinese language learning questionnaire (MEVRCLQ)", Paper presented at the 2020 International Symposium on Educational Technology (2020)
  5. Chen, Y. L., "Self-regulated mobile game-based English learning in a virtual reality environment", Computers & Education, 154, pp.103910~ (2020)[DOI]
  6. Eisner, E. W., "The Educational Imagination: The Design and Evaluation of School Programs" (1994), Prentice Hall
  7. Ganotice, F. A., "How can students succeed in computer-supported interprofessional team⁃based learning? Understanding the underlying psychological pathways using Biggs’ 3P model", Computers in Human Behavior, (9), pp.211~219 (2018)[DOI]
  8. Han, J., "Sustainable development of university EFL learners’ engagement, satisfaction, and self-efficacy in online learning environments : Chinese experiences", Sustainability, 13(21), pp.11655~ (2021)[DOI]
  9. 유배금, "A Study of the Factors Influencing the Learning Engagement of Undergraduate Piano Students in Blended Teaching Model", 인문사회 21, 13(5), pp.3773~3788 (2022), 인문사회 21
  10. Liu Xinguang, "Discussion on some issues of virtual simulation experience teaching reform and innovation in ideological and political theory courses in colleges and universities", Ideological education research, (12), pp.101~105 (2021)
  11. Sun, C., "A Study on the influence of scene reality of VR environment on English learners’ learning engagement and learning effectiveness", 2020 IEEE 2nd International Conference on Computer Science and Educational Informatization (CSEI), pp.181~185 (2020)
  12. Yang, G., "From experiencing to expressing : A virtual reality approach to facilitating pupils’ descriptive paper writing performance and learning behaviour engagement", British Journal of Educational Technology, 52(2), pp.807~823 (2021)[DOI]

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