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심규철,박종석,김현섭,김재현,박영철,류해일,Shim. Kew-Cheol,Park. Jong-Seok,Kim. Hyun-Sup,Kim. Jae-Hyun,Park. Young-Chul,Ryu. Hai-Il
간행물명
한국과학교육학회지
권/호정보
2001년|21권 4호|pp.725-737 (13 pages)
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한국과학교육학회
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이 논문은 한국과학기술정보연구원과 논문 연계를 통해 무료로 제공되는 원문입니다.
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기타언어초록

Virtual reality technology is very useful for the 21C science education, and is able to contribute to the development of new teaching and learning methods in science education. One of these computer-based technologies, virtual reality, is possible to use in many directions. It is a new communication medium that is receiving a lot of attention, and is usually identified by a collection of technological hardware. Virtual reality is defined as a highly interactive, computer-based, multimedia environment in which the user becomes the participant, with the computer in a virtual real world. A key feature of virtual reality is real-time interactivity, in that the computer is able to detect user inputs and instantaneously modify the virtual world. It is being used in a wide variety of fields including physics, chemistry, human biology, biomedical sciences, military, architecture, industry and the entertainment. In classroom, using science educational program developed by virtual reality technology can increase the interests of students, promote understanding of basic science concepts, help laboratory skills, and encourage creative learning for them.