본문 바로가기
KERD
논문KCI 등재

Directions of universal design for the immersive content experience environment for educating students with disabilities

2

조회

0

다운로드

0

인용

0

참고문헌

키워드

초록

(Background and Purpose) In the midst of accelerating innovative growth through digital transformation, the development of educational contents with ICT applied to the education field seeks to create new values ​​beyond the improvement of existing education methods. Immersive contents holding immersive, interactive, and intelligent characteristics can provide a realistic educational experience. Accordingly, its application in the form of experiential classrooms and experiential buses is expanding not only in elementary, middle, and high school education sites but also in special education sites. Efforts to develop various contents and to create an environment are required that students with disabilities, who have had relatively low access to digital technology, actively utilize it. Therefore, this study tried to suggest a direction to create an experiential educational environment using immersive contents that are designed for various types of students with disabilities. (Method) As a research method, first, the concept of immersive contents and related technologies were studied. Second, the educational effects using immersive contents and the current status of educational development of students with disabilities were reviewed. Third, the direction of contents based on the types and characteristics of students with disabilities was examined. Fourth, after analyzing the educational environment cases through immersive contents, finally, the direction of building an experience education environment based on immersive content for students with disabilities was presented. (Results) The advantages of educating students with disabilities using immersive content were derived, and the differences in experience characteristics and learning effects between students with disabilities and non-disabled students were analyzed through examples of immersive content experience education environments. In the case of students with disabilities, more emphasis was placed on coping with the real environment through repeated learning in a relatively safe environment. This study found that for the use of students with disabilities, flexible modifications should be taken into consideration of the universality of use, diversity of content, and individual types and degrees of disabilities. (Conclusions) The direction of establishing an experiential education environment based on immersive content for students with disabilities through research is first, a universal and flexible environment plan that all students can use is required. Second, students with disabilities should be able to control the environment through various movements and methods beyond physical limitations so that they can experience a sense of control on their own. Third, to improve the quality of life, it should be possible to expand the quality and quantity of experience in the world where it is normally difficult to acquire practical skills and experience. Fourth, it should be possible to control and change the spatial interface corresponding user needs. Finally, it should be possible to provide social opportunities beyond the limits of disability through networks with other users, including non-disabled people.

Abstract

(Background and Purpose) In the midst of accelerating innovative growth through digital transformation, the development of educational contents with ICT applied to the education field seeks to create new values ​​beyond the improvement of existing education methods. Immersive contents holding immersive, interactive, and intelligent characteristics can provide a realistic educational experience. Accordingly, its application in the form of experiential classrooms and experiential buses is expanding not only in elementary, middle, and high school education sites but also in special education sites. Efforts to develop various contents and to create an environment are required that students with disabilities, who have had relatively low access to digital technology, actively utilize it. Therefore, this study tried to suggest a direction to create an experiential educational environment using immersive contents that are designed for various types of students with disabilities. (Method) As a research method, first, the concept of immersive contents and related technologies were studied. Second, the educational effects using immersive contents and the current status of educational development of students with disabilities were reviewed. Third, the direction of contents based on the types and characteristics of students with disabilities was examined. Fourth, after analyzing the educational environment cases through immersive contents, finally, the direction of building an experience education environment based on immersive content for students with disabilities was presented. (Results) The advantages of educating students with disabilities using immersive content were derived, and the differences in experience characteristics and learning effects between students with disabilities and non-disabled students were analyzed through examples of immersive content experience education environments. In the case of students with disabilities, more emphasis was placed on coping with the real environment through repeated learning in a relatively safe environment. This study found that for the use of students with disabilities, flexible modifications should be taken into consideration of the universality of use, diversity of content, and individual types and degrees of disabilities. (Conclusions) The direction of establishing an experiential education environment based on immersive content for students with disabilities through research is first, a universal and flexible environment plan that all students can use is required. Second, students with disabilities should be able to control the environment through various movements and methods beyond physical limitations so that they can experience a sense of control on their own. Third, to improve the quality of life, it should be possible to expand the quality and quantity of experience in the world where it is normally difficult to acquire practical skills and experience. Fourth, it should be possible to control and change the spatial interface corresponding user needs. Finally, it should be possible to provide social opportunities beyond the limits of disability through networks with other users, including non-disabled people.

참고문헌 (15)

  1. Agulló, B., "From disabilities to capabilities : testing subtitles in immersive environments with end users", Hikma, 17, pp.195~220 (2018)
  2. Cho, Y., "ICT expert interview-realistic contents", TTA Journal, 162, pp.8~15 (2015)
  3. Jason, L., "Immersive VR in the construction to increase student understanding of sequence, assembly, and space of wood frame construction", Journal of Information Technology in Construction, 23, pp.179~194 (2018)
  4. Jung, Hoekyung, "Expansion of Immersive Experience in Society", CEUR-WS.org, 2653, pp.22~32 (2020)
  5. 권종산, "음성인식 기반 대화형 홀로그램 교육 시스템의 개발 및 평가에 관한 연구 – 라이브맵(Live Map)", 산업융합연구, 17(4), pp.69~75 (2019), 대한산업경영학회[DOI]
  6. The Policy Trends and Factors Analysis for Realistic Contents Industry Growth, "Kim, Hyoyong", Cartoon and Animation Studies, 639~656 (2019)
  7. 김정수, "몰입형 가상현실 기반 모의학습 프로그램이 지적장애학생의 의사소통 능력과 학습태도에 미치는 효과: 편의점을 중심으로", 한국콘텐츠학회 논문지, 20(1), pp.553~561 (2020), 한국콘텐츠학회[DOI]
  8. Liu, R., "Effects of an immersive virtual reality-based classroom on students’ learning performance in science lessons", British Journal of Educational Technology, 51(6), pp.2034~2049 (2020)
  9. Lorenzo, G., "New Educational Challenges and Innovations: Students with Disability in Immersive Learning Environments" (2016), Intech
  10. 오지석, "시각 장애인 가상현실 체험 환경을 위한 딥 러닝을 활용한 몰입형 보행 상호작용 설계", 한국컴퓨터그래픽스학회논문지, 25(3), pp.11~20 (2019), (사)한국컴퓨터그래픽스학회[DOI]
  11. 박미진, "가상현실 기반의 직업교육이 발달장애 학생의 바리스타 직무 습득 및 전이에 미치는 영향", 교육정보미디어연구, 27(3), pp.1069~1095 (2021), 한국교육정보미디어학회[DOI]
  12. 심연숙, "실감형 콘텐츠의 기술동향과 교육용 콘텐츠로의 적용 방안", 문화기술의 융합, 5(4), pp.315~320 (2019), 국제문화기술진흥원
  13. Tan, S., "Evaluating the use of immersive interactive mixed reality (IMR)technology in special needs education in Singapore", EdArXiv, ~ (2020)
  14. 이준우, "장애인복지론" (2019), 양서원
  15. 장애인 대상실감콘텐츠 보급 방안 조사, "최수현", 한국콘텐츠진흥원, ~ (2020)

관련 논문AI추천

이 간행물의 다른 논문 (10건)