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학술저널

실감형 한국어교육 콘텐츠 개발을 위한 소고

A basic study for development of tangible KFL education contents.

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This study explores the issues to be considered for developing tangible KFL education contents which can expand the opportunities of teaching-learning more effectively than traditional teaching methods. Tangible contents can be defined as “the experiential contents that can be seen, heard, touched, and empathized, and this can be described as a convergent technology with multidimensional interaction. Representative examples of tangible contents include virtual reality, augmented reality, hologram, and five sensory media. In KFL education, tangible contents have three advantages; first, tangible contents expand KFL education in terms of using mobile devices. Second, this contents can be a helpful to combine four skills such as listening, speaking, reading and writing. Lastly, tangible contents can be used to exchange opinion and cooperative learning in a virtual space using multidimensional interaction. This study provide some suggestion for using tangible contents in KFL education. Tangible contents can be effectively used in learning language skills, language knowledge, and Korean culture in KFL education. For example, listening and speaking learning can be realized with sensory immersion through tangible contents using five senses, and VR can provide cultural experiences in KFL cultural education. The interaction method with tangible contents include one dimensional method such as vocabulary learning and real-time interaction between teacher and students with holographic lens.

1. 서론

2. 이론적 배경

3. 실감형 한국어교육 콘텐츠 개발의 방향 제언

4. 결론

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