학술논문
Developing an Immersive VR Program for Tourism English Learners through Gamification Tasks
이용수 22
- 영문명
- Developing an Immersive VR Program for Tourism English Learners through Gamification Tasks
- 발행기관
- 한국영어어문교육학회
- 저자명
- Yoon Jae Chae Yoon Young Park Hyung-ji Chang
- 간행물 정보
- 『영어어문교육』제30권 제4호, 49~72쪽, 전체 24쪽
- 주제분류
- 사회과학 > 교육학
- 파일형태
- 발행일자
- 2024.12.31
5,680원
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국문 초록
This study aims to develop an immersive virtual reality (VR) program for tourism English learners through gamification tasks. English for tourism, a part of English for Specific Purposes (ESP), focuses on real-world language use in work-related contexts. An immersive VR program is designed to provide learners with a real-time and interactive experience. However, typical VR programs are not sufficient for ESP learners, who require more practical and contextualized learning. To address this gap, this study integrates gamification tasks into an immersive VR program. A review of 40 journal articles analyzed the benefits of VR and gamification in language learning. The analysis of the VR related journal articles reported the potential benefits of immersive environments for learning, while the gamification analysis revealed that key outcomes such as motivation, engagement, and skill improvement play a critical role in enhancing language learning experiences. Based on these findings, the study develops an immersive VR program that incorporates various gamification tasks such as fill-in-the-blank exercises, grading, and virtual sites such as hotel receptions, rooms, and restaurants to create a more engaging and practical learning environment for tourism English learners. The pedagogical implications of incorporating VR and gamification into the tourism English classroom are also discussed.
영문 초록
목차
Ⅰ. INTRODUCTION
Ⅱ. LITERATURE REVIEW
Ⅲ. METHODS
Ⅳ. FINDINGS AND DISCUSSION
Ⅴ. CONCLUSIONS
REFERENCES
해당간행물 수록 논문
- 영어어문교육 제30권 제4호 목차
- 선 취업 후 진학 학생들을 위한 4년제 성인전담 대학의 학습자 친화형 교양영어 수업을 위한 연구
- EBSe 방과후 영어 프로그램 사용 현황 및 개선 요구 분석
- The Relationships between Lexical Sophistication and Second Language Writing and Speaking
- Oral Presentation Improvements in Korean College EFL Classrooms: Focusing on Presentation Script
- Developing an Immersive VR Program for Tourism English Learners through Gamification Tasks
- 그림책이 초등학생의 영어 연어 학습에 미치는 영향
- Enhancing Preservice Teachers’ Practical Knowledge via Service-Learning: An Instructional Design
- 영어의 수동구문을 적용한 담화 통합 쓰기 전략의 효용성과 분석
참고문헌
- Clinical Anatomy
- Technology, Pedagogy and Education
- Journal of Interactive Learning Research
- William Morrow
- Foreign Language Annals
- Cultural Trends
- Interactive Learning Environments
- Soonchunhyang Journal of Humanities
- Journal of English Teaching through Movies and Media
- Journal of English Teaching through Movies and Media
- Hankookmunhwasa
- Elementary English Education
- Education Information and Technologies
- Proceedings of the 29th annual ACM symposium on applied Computing
- Journal of English Language Teaching and Learning
- Computer Assisted Language Learning
- British Journal of Educational Technology
- Interactions
- Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments
- Journal of Educational Technology & Society
- Heliyon
- Physical Education and Sport Pedagogy
- International Journal of Environmental Research and Public Health
- The International Scientific Conference eLearning and Software for Education
- Journal of Computers in Education
- British Journal of Educational Technology
- In L. Lei & Y. Li (Eds.), 2024 13th International Conference on Educational and Information Technology
- Journal of Knowledge Learning and Science Technology
- Computer Assisted Language Learning
- Educational Technology Research and Development
- International Journal of Innovation in Education
- Technology, Knowledge and Learning
- Pfeiffer
- British Journal of Educational Technology
- Springer International Publishing
- Visual Informatics
- In 2nd International Conference on Artificial Intelligence, Automation, and High- Performance Computing
- Sustainability
- Journal of Computer Assisted Learning
- Journal of Osteopathic Medicine
- Simulation & Gaming
- Teaching English with Technology
- Computers in Human Behavior
- Education Information and Technologies
- Springer International Publishing
- British Journal of Educational Technology
- In Mobile and ubiquitous learning: An international handbook
- Scottish Medical Journal
- 3L: Southeast Asian Journal of English Language Studies
- Education Quarterly Reviews
- Educational Psychology Review
- Revue Internationale Des Technologies En Pédagogie Universitaire
- Brain Disorders
- International Journal of Human-Computer Studies
- Nurse Education Today
- Routledge
- Journal Evaluation in Education (JEE)
- Education Sciences
- HSS21
- The Internet and Higher Education
- Games and Culture
관련논문
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