An Analysis of the Current Status of VR and Video Content for Online Experiential Learning in Digital Education in Korea

This study aims to achieve the following objectives. First, it explores the role of digital education amid the rapid expansion of digital environments. Second, it examines the current status and types of VR and video content provided in online experiential learning programs in Korea. Third, it presents recommendations based on the findings related to the current state of such content. To this end, the study conducted a desk research and literature review, categorizing 279 types of VR and video content for experiential learning available on KERIS Edunet from February to May 2025. The content was analyzed in terms of type, provider institution, regional distribution, and the year of exhibition launch. The analysis revealed that approximately 97.4% of the content was in VR format, with about 77% provided by institutions located in Seoul and Gyeonggi Province. Museum-based content accounted for approximately 63.4% of the total. Most of the content was produced between 2016 and 2020, and there was no content produced in 2022, 2023, or 2025. Only four out of 279 pieces of content were created after 2021, indicating that content related to recent exhibitions is extremely limited. These findings suggest that the current operation of content is constrained in terms of timeliness and diversity. Accordingly, this study recommends regular updates to online experiential learning content, expansion of collaboration with various institutions, and learner-centered content design. It also emphasizes the need for both policy and educational efforts to enhance the effectiveness of online experiential learning as a meaningful medium in digital education environments.

Authors

Publication Details

Journal
Korea Institute of Design Research Society
Published
2025-06-30
DOI
https://doi.org/10.46248/kidrs.2025.2.427
Primary Topic
Education and Learning Interventions
Type
article
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article

An Analysis of the Current Status of VR and Video Content for Online Experiential Learning in Digital Education in Korea

Jeong Hyun Kim
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Korea Institute of Design Research Society
Education and Learning Interventions
article

An Analysis of the Current Status of VR and Video Content for Online Experiential Learning in Digital Education in Korea

Jeong Hyun Kim
article en

Abstract

This study aims to achieve the following objectives. First, it explores the role of digital education amid the rapid expansion of digital environments. Second, it examines the current status and types of VR and video content provided in online experiential learning programs in Korea. Third, it presents recommendations based on the findings related to the current state of such content. To this end, the study conducted a desk research and literature review, categorizing 279 types of VR and video content for experiential learning available on KERIS Edunet from February to May 2025. The content was analyzed in terms of type, provider institution, regional distribution, and the year of exhibition launch. The analysis revealed that approximately 97.4% of the content was in VR format, with about 77% provided by institutions located in Seoul and Gyeonggi Province. Museum-based content accounted for approximately 63.4% of the total. Most of the content was produced between 2016 and 2020, and there was no content produced in 2022, 2023, or 2025. Only four out of 279 pieces of content were created after 2021, indicating that content related to recent exhibitions is extremely limited. These findings suggest that the current operation of content is constrained in terms of timeliness and diversity. Accordingly, this study recommends regular updates to online experiential learning content, expansion of collaboration with various institutions, and learner-centered content design. It also emphasizes the need for both policy and educational efforts to enhance the effectiveness of online experiential learning as a meaningful medium in digital education environments.

Korea Institute of Design Research SocietyVol. 10(2)
Openalex Percentile: Top 78%
Education and Learning Interventions
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An Analysis of the Current Status of VR and Video Content for Online Experiential Learning in Digital Education in Korea — Jeong Hyun Kim · Korea Institute of Design Research Society (2025) | TGRS Research Map | TGRS