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토픽모델링과 체계적 문헌 분석을 활용한 증강현실 기반 영어교육의 연구동향

Research Trends of English Education Using Augmented Reality: Topic Modeling and Systematic Literature Review

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주제분류교육학

초록

본 연구는 증강현실을 활용한 영어교육 연구동향과 주제를 파악하고 설계 및 실행을 위한 시사점 도출을 목적으로 하였다. PRISMA 절차에 따라 2019년 1월부터 2023년 12월까지 Scopus, Web of Science, Eric에서 수집된 논문 54편에 대하여 체계적 문헌 분석과 LDA 토픽모델링을 사용하여 주요 주제와 연구 동향을 확인하였다. 토픽모델링 분석 결과 도출된 연구 동향의 주요 주제는 다음과 같다. 증강현실 활용이 학습성과와 동기에 미치는 영향, 증강현실을 활용한 게임 기반 학습에 관한 연구, 웨어러블 기기 활용의 학습 경험과 만족도, 전략적 접근을 위한 증강현실 활용 프로그램 및 시스템 개발, 학습 현장에서의 증강현실 활용에 대한 교수자와 학습자의 인식조사로 총 5개의 토픽이 확인되었다. 체계적 문헌 분석 결과, 문헌의 수는 2019년부터 2023년까지 지속적으로 증가하였고, 대만이 가장 많은 문헌을 발표하였다. 가장 많이 연구된 영역은 어휘로 확인되었으며, 학습 대상은 대학생, 초등학생 순으로 많았다. 정규 수업 시간에 진행된 연구가 대부분이고, 조사된 변인으로는 정의적 영역(동기, 태도 등), 인지적 영역(학습성과, 학습효과) 등이 확인되었다. 학습 유형은 소통형, 학습환경은 학습자 중심이 많은 것으로 나타났으며, 연구방법은 혼합연구, 양적연구, 개발연구, 질적연구 순으로 나타났고, 모바일 기기를 활용하는 경우가 많았다. 시각과 청각을 모두 다루는 콘텐츠가 대다수를 차지하였고, 경험학습을 제공하는 연구가 많은 것으로 확인되었다. 이 결과를 바탕으로 교육자와 연구자들에게 실질적인 정보를 제공하며, 향후 연구 및 교육의 방향성을 제안하였다.

Abstract

This study examines research trends in English education using Augmented Reality, applying a systematic literature review and LDA topic modeling to 54 papers from 2019 to 2023. The analysis identified five main topics: AR's impact on learning outcomes and motivation, game-based learning with AR, learning experiences and satisfaction using wearable devices, development of AR programs and systems, and perceptions of AR use in learning environments. Publications increased steadily, with Taiwan leading. Vocabulary was the most studied area, with university and elementary students as primary subjects. Studies mostly occurred during regular classes, examining affective and cognitive domains. Learning types were primarily interactive, learner-centered, and mostly utilized mobile devices. The content mainly addressed visual and auditory senses with a focus on learning by doing. The study offers practical insights for educators and researchers, suggesting future research and educational directions.

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