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    XR 기반 언어학습을 위한 HMD(Head-Mounted Display) 사용자 경험 및 활용 지속 결정요인 탐색 = User experience of HMD (head-mounted display) for XR-based language learning and factors affecting sustainable use of HMD

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    https://www.riss.kr/link?id=A110251097

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    With the advent of the digital-based education proclaimed by Korean education government, theinterest in the educational use of XR technology has recently increased. Adopting a qualitativeresearch approach, this study explores user experience of HMD, which is a major device for virtualand augmented realities, for XR-based language learning. For the study, eleven preservice Englishteachers volunteered for XR-based language learning. The participants experienced XR usingMeta’s Oculus Quest 2 and 3 for five months and shard their experience, perceptions, and opinionsin four focus group meetings. Their discussions were recorded and transcribed for the study. Thedata were analyzed qualitatively to induce concepts and categories on HMD use in XR-basedlanguage learning. As a result of the analysis, ten categories were identified from the userexperiences of HMD: difficulties in initial stage, educational value, immersion and presence,novelty effects, freedom, entertainment, dizziness and cyber sickness, discomfort, costs, and safetyand space constraints. The further examination of relationships between categories revealed thesupportive and discouraging factors to use HMD persistently.
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    With the advent of the digital-based education proclaimed by Korean education government, theinterest in the educational use of XR technology has recently increased. Adopting a qualitativeresearch approach, this study explores user experience of HMD, ...

    With the advent of the digital-based education proclaimed by Korean education government, theinterest in the educational use of XR technology has recently increased. Adopting a qualitativeresearch approach, this study explores user experience of HMD, which is a major device for virtualand augmented realities, for XR-based language learning. For the study, eleven preservice Englishteachers volunteered for XR-based language learning. The participants experienced XR usingMeta’s Oculus Quest 2 and 3 for five months and shard their experience, perceptions, and opinionsin four focus group meetings. Their discussions were recorded and transcribed for the study. Thedata were analyzed qualitatively to induce concepts and categories on HMD use in XR-basedlanguage learning. As a result of the analysis, ten categories were identified from the userexperiences of HMD: difficulties in initial stage, educational value, immersion and presence,novelty effects, freedom, entertainment, dizziness and cyber sickness, discomfort, costs, and safetyand space constraints. The further examination of relationships between categories revealed thesupportive and discouraging factors to use HMD persistently.

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