RISS 학술연구정보서비스

검색

인기 검색어

    다국어 입력

    http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

    변환된 중국어를 복사하여 사용하시면 됩니다.

    예시)
    • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
    • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
    닫기
    KCI등재

    Research on the effectiveness of virtual reality technology in China's educational applications Based on 23 experimental and quasi-experimental meta-analyses

    한글로보기

    https://www.riss.kr/link?id=A108405027

    • 0

      상세조회
    • 0

      다운로드
    서지정보 열기
    • 내보내기
    • 내책장담기
    • 공유하기
    • 오류접수
    인용문이 복사되었습니다.

    부가정보

    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    The Paper Using the meta-analysis research method, first through literature retrieval to obtain 23 relevant empirical studies in China, and then using Review Manager for quantitative analysis, it is found that VR technology has a positive impact on students' overall learning effect and VR technology has a significant positive impact on all dimensions of learning effect (theoretical performance, operational performance, learning motivation, learning interest, learning attitude). There is no significant difference between the dimensions. Significant differences were found for moderating variables such as Discipline types, Teaching Length, and Teaching Method. No significant differences were found for the Academic segments and VR technology types.
    번역하기

    The Paper Using the meta-analysis research method, first through literature retrieval to obtain 23 relevant empirical studies in China, and then using Review Manager for quantitative analysis, it is found that VR technology has a positive impact on st...

    The Paper Using the meta-analysis research method, first through literature retrieval to obtain 23 relevant empirical studies in China, and then using Review Manager for quantitative analysis, it is found that VR technology has a positive impact on students' overall learning effect and VR technology has a significant positive impact on all dimensions of learning effect (theoretical performance, operational performance, learning motivation, learning interest, learning attitude). There is no significant difference between the dimensions. Significant differences were found for moderating variables such as Discipline types, Teaching Length, and Teaching Method. No significant differences were found for the Academic segments and VR technology types.

    더보기

    참고문헌 (Reference)

    1 Y. Gao, "The one elements and challenges of virtual reality technology to promote learning" 37 (37): 77-87, 2016

    2 X. C. Wang, "The application and development prospect of educational games based on virtual and augmented reality" (08) : 99-107, 2017

    3 W. Gao, "The application and development prospect of educational games based on VR technology in English teaching" 39 (39): 60-65, 2018

    4 J. Cohen, "Statistical power analysis for the behavioral sciences" Routledge 96-108, 2013

    5 D. Liu, "Research on the teaching practice of information technology courses in junior high school based on VR" Qingdao University 2020

    6 M. Li, "Research on the influence of virtual reality learning environment on learning effectiveness: A case study of primary school safety education curriculum" (13) : 62-66, 2020

    7 Q. Y. Liu, "Research on the influence of cooperative learning on writing performance of primary school students in VR teaching context" Wenzhou University 2019

    8 Y. L. Wang, "Research on the application of VR educational games in junior high school English teaching" Liaoning Normal University 2020

    9 J. Lu, "Research on the Practice of Physical Education Classroom Teaching Based on VR Technology: Taking Golf Project as an Example" 3 (3): 36-39, 2016

    10 H. W. Sun, "Research on the Practice of Immersive Learning Based on VR Technology in Physical Education: A Case Study of Taekwondo Course" 4 (4): 95-100, 2019

    1 Y. Gao, "The one elements and challenges of virtual reality technology to promote learning" 37 (37): 77-87, 2016

    2 X. C. Wang, "The application and development prospect of educational games based on virtual and augmented reality" (08) : 99-107, 2017

    3 W. Gao, "The application and development prospect of educational games based on VR technology in English teaching" 39 (39): 60-65, 2018

    4 J. Cohen, "Statistical power analysis for the behavioral sciences" Routledge 96-108, 2013

    5 D. Liu, "Research on the teaching practice of information technology courses in junior high school based on VR" Qingdao University 2020

    6 M. Li, "Research on the influence of virtual reality learning environment on learning effectiveness: A case study of primary school safety education curriculum" (13) : 62-66, 2020

    7 Q. Y. Liu, "Research on the influence of cooperative learning on writing performance of primary school students in VR teaching context" Wenzhou University 2019

    8 Y. L. Wang, "Research on the application of VR educational games in junior high school English teaching" Liaoning Normal University 2020

    9 J. Lu, "Research on the Practice of Physical Education Classroom Teaching Based on VR Technology: Taking Golf Project as an Example" 3 (3): 36-39, 2016

    10 H. W. Sun, "Research on the Practice of Immersive Learning Based on VR Technology in Physical Education: A Case Study of Taekwondo Course" 4 (4): 95-100, 2019

    11 S. Y. Hao, "Research on the Application of Virtual Reality Technology in Medical Education——Systematic Analysis and Meta-analysis Based on 79 Experimental Research Papers" 08 : 107-118, 2020

    12 Y. L. Dai, "Research on teaching design and application of primary school science curriculum based on immersive virtual reality" Sichuan Normal University 2019

    13 M. Liu, "Research on future classroom teaching mode from the perspective of virtual reality" 5 : 30-37, 2018

    14 Y. Li, "Problem-based teaching inquiry based on cognitive load theory" 5 (5): 17-23, 2019

    15 D. Jiu, "Potential, Progress and Challenges of Virtual Reality Technology in Education" 22 (22): 25-31, 2016

    16 L. X. Xia, "Meta-analysis and its application in social science research" 5 : 61-64, 2005

    17 M. Borenstein, "Introduction to meta-analysis"

    18 M. S. Z. Yang, "Exploration and application of virtual reality technology in postgraduate biomedical experimental teaching" 8 (8): 115-119, 2022

    19 T. L. Z. Sun, "Ethical Reflection on the Application of Virtual Reality Education——Based on Bergman's Philosophy of Technology" 41 (41): 48-54, 2020

    20 C. R. Wang, "Does flipped classrooms improve academic performance? A meta-analysis based on 38experimental and quasi-experimental studies" 24 (24): 72-80, 2018

    21 Y. Tan, "Cognitive load theory and its application and prospect in information system research" 39 (39): 160-169, 2019

    22 D. Cao, "Application of virtual reality technology in experimental medical teaching" 11 (11): 367-368, 2013

    23 J. Wang, "Application of VR game in higher vocational English listening teaching" 42 (42): 186-187, 2020

    24 Z. W. Hao, "An empirical study on traffic safety intervention in mentally backward children based on VR technology" 2018

    25 H. J. He, "An empirical study on the influencing factors of game learning motivation in VR education" 40 (40): 70-77, 2019

    26 B. Yang, "An empirical study on the application of virtual reality technology in table tennis teaching in colleges and universities" Northwest Normal University 2020

    27 X. B. Zheng, "A study on the role of immersive virtual reality teaching in promoting learning effects" 23 (23): 1-6, 2019

    28 J. Cohen, "A power primer" 112 (112): 155-159, 1922

    더보기

    동일학술지(권/호) 다른 논문

    분석정보

    View

    상세정보조회

    0

    Usage

    원문다운로드

    0

    대출신청

    0

    복사신청

    0

    EDDS신청

    0

    동일 주제 내 활용도 TOP

    더보기

    주제

    연도별 연구동향

    연도별 활용동향

    연관논문

    연구자 네트워크맵

    공동연구자 (7)

    유사연구자 (20) 활용도상위20명

    이 자료와 함께 이용한 RISS 자료

    나만을 위한 추천자료

    해외이동버튼