본 연구는 VR을 활용한 중국문화수업을 국내 중국어 혹은 중국문화교육에서 학습 자에게 IT 기술을 활용한 새로운 학습방법을 제시하고 학습효과를 높이는 것에 그 목적이 있다. 본 연구에서는 중국문화수업의 설계 방법을 도출하고 몰입 방법에 따라 ‘완전몰입형’, ‘부분몰입형’, ‘비몰입형’의 세 가지 방법으로 VR 중국문화수업 설계 방안을 제안하였으며 각 방식에 따라 장·단점과 학습효과 등을 분석하였다. 또한 설계방안을 바탕으로 실제 수업 사례를 들어 살펴보았다. 끝으로 VR을 활용한 중국문 화수업 설계를 위한 VR 콘텐츠 사용 빈도와 비중 조절, 적절한 환경구축을 위한 지원과 기술적인 지원을 제안하였다.
The purpose of this study is to present new learning methods using IT technology to learners in Korean Chinese or Chinese culture education and increase the learning effectiveness of Chinese culture classes using VR. In this study, the design method of Chinese culture class was derived and the design method of VR Chinese culture class was proposed in three ways, 'full immersion type', 'part immersion type' and 'non immersion type', and each method was analyzed for advantages, disadvantages, and learning effects. Also, based on the design plan, we took a look at the actual class case. Finally, we proposed support and technical support for controlling the frequency and proportion of VR contents for design of Chinese cultural classes using VR, establishing an appropriate environment. Therefore, it is believed that in this study, more abundant and diverse classroom methods can be developed if VR technology is actively introduced. However, the amount of Chinese cultural content using VR was smaller than that of English or other languages, and the quality of content is still lacking. The chronic problem of VR, the fact that long-term use can cause eye pain or motion sickness, and that it may be difficult to adapt depending on the learner's tendency, is also something that the professor should consider and supplement. To solve this problem, it is necessary to control the frequency and weight of using VR content in class design. It is never easy to incorporate new technologies into education. It is hoped that follow-up research will be actively carried out to help develop the field of Chinese culture education and furthermore, Chinese education design using VR, which has just begun.