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An Analysis of VR Language Learning Applications:Focusing on the Apps of Speaking and Vocabulary Learning
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가상현실(VR) 언어 학습용 애플리케이션 분석 : 어휘 및 한국어 말하기 학습용 애플리케이션을 중심으로

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Type
Academic journal
Author
CHEN, XIU XIU (동국대학교) Kim, Seong Ju (동국대학교)
Journal
Dong-ak Society of Language and Literature Journal of Dong-ak Language and Literature Vol.78 KCI Accredited Journals
Published
2019.6
Pages
119 - 150 (32page)
DOI
10.25150/dongak.2019..78.005

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An Analysis of VR Language Learning Applications:Focusing on the Apps of Speaking and Vocabulary Learning
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Abstract· Keywords

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As the coming of “Fourth Industrial Revolution” and 5G era, how to integrate the application of “Artificial Intelligence”(AI) voice recognition with digital textbooks and teacher-learner interaction “Immersive Language Classroom” and “Mobile Phone Application” with foreign language education is an urgent issue for foreign language education circle.
The purpose of this paper is to analyze existing foreign language speaking and vocabulary learning by VR applications to find out the advantages and disadvantages and to present a direction for the development of more efficient Korean learning applications in the future. The research mainly selected the relatively popular 〈Mondly VR for Day Dream〉, 〈House of Language〉 and 〈BeFearless〉 as example to conduct qualitative analysis. and put forward personal opinions from “Virtual Reality Content” and “Presentation Method” and other aspects inally.
The conclusion of this paper is that if “Virtual Reality Application” software is combined with paper textbooks and digital textbooks, that is to say, using the content paper textbook and overcoming the space-time limitations of paper teaching materials and giving play to the richness and integrity advantages of the content. And refer to the excellent presentation mode in digital textbooks; Giving better play to the sense of immersion and interaction function of virtual reality. The three new tools complement each other and give full play to each other"s advantages.

Contents

[국문초록]
1. 들어가며
2. 이론적 배경
3. 언어 가상현실 콘텐츠 애플리케이션 분석
4. 언어 가상현실 콘텐츠 애플리케이션 개선 방향
Abstract
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