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A Study on the Utilization of Virtual Educational Training Contents
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | 김지한 | - |
| dc.contributor.author | 정진헌 | - |
| dc.date.accessioned | 2024-09-12T15:00:19Z | - |
| dc.date.available | 2024-09-12T15:00:19Z | - |
| dc.date.issued | 2024-08 | - |
| dc.identifier.issn | 2288-4920 | - |
| dc.identifier.issn | 2288-4939 | - |
| dc.identifier.uri | https://scholarworks.dongguk.edu/handle/sw.dongguk/23059 | - |
| dc.description.abstract | Virtual world technology is driving major advances in education, entertainment, and professional training. Metaverse and extended reality (XR) technologies maximize immersion to enhance learning, provide global learning environments, and expose students to situations that are difficult to experience in real life. Career exploration is an important developmental task in adolescence, and virtual training maximizes learning by providing life-like experiences with imagery training. Virtual training overcomes spatial, financial, performance, and situational constraints and is effective in a variety of fields, including military and disaster training. It provides customized learning for various users such as youth, job seekers, and people with disabilities, deepening their understanding of professional activities and improving their problem-solving skills. It also improves the quality of learning through repetitive learning and contributes to the improvement of teamwork and communication skills, and helps to solve financial problems by using unlimited internal resources and space in virtual space, and enables people with disabilities to perform in various professions. This paper investigated the value of virtual training as a comprehensive educational tool through an economical and efficient learning experience. | - |
| dc.format.extent | 6 | - |
| dc.language | 영어 | - |
| dc.language.iso | ENG | - |
| dc.publisher | 한국인터넷방송통신학회 | - |
| dc.title | A Study on the Utilization of Virtual Educational Training Contents | - |
| dc.title.alternative | A Study on the Utilization of Virtual Educational Training Contents | - |
| dc.type | Article | - |
| dc.publisher.location | 대한민국 | - |
| dc.identifier.doi | 10.7236/IJIBC.2024.16.3.158 | - |
| dc.identifier.bibliographicCitation | The International Journal of Internet, Broadcasting and Communication, v.16, no.3, pp 158 - 163 | - |
| dc.citation.title | The International Journal of Internet, Broadcasting and Communication | - |
| dc.citation.volume | 16 | - |
| dc.citation.number | 3 | - |
| dc.citation.startPage | 158 | - |
| dc.citation.endPage | 163 | - |
| dc.identifier.kciid | ART003113360 | - |
| dc.description.isOpenAccess | N | - |
| dc.description.journalRegisteredClass | kci | - |
| dc.subject.keywordAuthor | Metaverse | - |
| dc.subject.keywordAuthor | Simulation | - |
| dc.subject.keywordAuthor | XR | - |
| dc.subject.keywordAuthor | Cognitive Training | - |
| dc.subject.keywordAuthor | Virtual Training. | - |
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