• Title/Summary/Keyword: QUIZ

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A Quiz Game for the Dog Owner (애견 주인을 위한 퀴즈 게임)

  • Lee, Kyong-Ho;Jeon, Hyeon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.56-59
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    • 2017
  • 강아지들을 잘 키우는 방법을 모르는 사람들이 많다. 무조건적인 애정만이 강아지를 잘 키우는 것은 아니다. 강아지를 키우는 사람들에게 필요한 많은 지식들을 퀴즈게임으로 만들어 누구나 쉽게 접근할 수 있도록 하였으며, 문제를 풀면서 강아지에 대한 여러 상식들을 자연스럽게 알아가는 기회가 되도록 설계하고 구현하였다. 사용한 언어로는 C#과 Json이 있으며, 크게 Easy, Nomal, Hard로 단계를 나누어 사용자들이 난이도를 높여가며 퀴즈를 풀어 가게 하였다.

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Design and Implementation of Web based Real time Quiz-game Type Learning System for Multi-Learner Interaction (다중 학습자 상호작용을 위한 웹기반 실시간 퀴즈학습 시스템의 설계 및 구현)

  • Kim, Jong-Jin;Kim, Byeong-Su;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.351-363
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    • 2001
  • The established Web Based Learning System had not encouraged Multi-Learner Interaction. The System for Multi-Learner Interaction proposed an alternative measure. By now, this System for Multi-Learner Interaction have applied the sphere of Web Based Learning. But, Actually, the Multi-Learner's Interaction and Feedback of this System has a few effective and confidence, because this System has much time gap between Interaction and Feedback of Multi-Learner primarily. This Research propose an answer of this Problem, Web Based Real Time Quiz-game Type Learning System for Multi-Learner Interaction. Moreover, this System expect increased concentration ability for Learning and strong motivation of Learning for the greatest Learning effects in a Subject Solution course of Learners with founding Web Based Quiz-game Type Learning. So this Research will design and implement the Web Based Real Time Quiz-game Type Learning System for Multi-Learner Interaction.

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Moodle's Cloze type quiz editor development by using Javascript (Javascript를 이용한 Moodle의 Cloze 유형 문항 생성기 개발)

  • Park, Hyo-Won;Lee, Sun-Heum;Choi, Kwan-Sun;Kim, Dong-Sik;Kim, Won-Kyum
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.3
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    • pp.547-553
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    • 2009
  • Moodle is a web-based open-source LMS. This system provides the effective functions for making a various types of quizzes easily. Any interface for making a Cloze-type quiz conveniently, however, are not provided in the Moodle. In this paper, a web-based program has been developed which helps users make the Cloze-type quizzes easily. The program provides a convenient interface and achieved the considerable reduction in time-cost of making the Cloze-type quiz. The program is very helpful for users to try to make a variety of quizzes by using the Cloze-type.

Effects of Using Gamification-Based Quiz on Recalling Formulaic Sequences (게이미피케이션 기반의 퀴즈 활동이 정형화 배열 회상에 미치는 영향)

  • Lee, Ji-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.589-596
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    • 2022
  • This study aims to investigate the effect of an educational gamification-based quiz on the recall of formulaic sequences (FS). The experiment involved 87 freshmen enrolled in general English classes at a university in Seoul. As material, EFL textbooks based on content from popular franchises, such as the Marvel Cinematic Universe, Twilight, and Harry Potter, were used. The experiment was carried out as follows: first, vocabulary learning, second, reading comprehension, and third, writing. The fourth activity proceeded differently in two groups. The experimental group used gamification-based quiz to practice FS, whereas the comparison group summarized the reading. FS was evaluated using meaning recall and form recall. Consequently, no difference was found between the groups on meaning recall tests of FS, but the experimental group had a significantly higher average score than the comparison group on the post-test on the form recall of FS.

The Interactive Anonymous "Must-have" Quiz: A Simple Method to Enhance Students Concept Learning in Organic Chemistry Course

  • Cha, Jeongho;Kan, Su-Yin;Chia, Poh Wai
    • Journal of the Korean Chemical Society
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    • v.60 no.6
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    • pp.428-435
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    • 2016
  • Effective mastering and learning of basic organic chemical concepts is pivotal to ensure students continue to excel to the higher levels of organic chemistry learning. Concept learning is crucial for first-year organic chemistry students so that they can comprehend and understand a concept better and able to make connection to problems. In the present paper, the authors have implemented the Interactive Anonymous Quiz (IAQ) with "must-have" features in the organic chemistry course as a teaching tool to instill students' interest and enhance conceptual understanding in organic chemistry. The effectiveness of this activity was examined and evaluated through students' reflective writing. Students showed positive learning outcome on the implemented activity as reflected by the reflective writings. In addition, this activity could be employed as an activity to check on students' concept understanding, to instill students' interest in organic chemistry course and to improve on students' weakest topic in organic chemistry in the future classes.

An Implementation of the Wireless Application Using WML for the Quiz-based Assisted Learning about Cultural Assets (WML을 이용한 문화재 탐방 현장에서의 퀴즈식 보조학습 무선애플리케이션의 구현)

  • 류동희;차현철
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2002.06a
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    • pp.239-247
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    • 2002
  • With the introduction of the 7th Curriculum, it has been put greater emphasis on learning by experience. This study aims to implement the quiz-based wireless application for helping to learn more effectively what one will see and hear on the spot when he visits the cultural assets. The materials about Busuk Temple, used as the example of the quiz-based assisted learning, were collected from the libraries and through the internet. And they were programmed using the basic components and properties of WML and then operated with UP SDK 4.0, Phone.com WAP development toolkit. This wireless application makes the user know if it is correct when he selects either O or X as the answer of each question, and shows the individual score after solving 10 questions in total. Each user can also have additional chances to solve them again, even though they doesn't influence the previous score. This study is focused on the implementation of the wireless application for assisted learning by a mobile phone which almost everybody will possess. Various kinds of wireless contents are expected to be developed and provided in the field of education.

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A Survey for the Water Cognition among College Students through Contents of Water Education for Sustainable Development (지속가능발전 물 교육 내용체계를 활용한 대학생들의 물 인식 조사)

  • Lee, Jae-Hyuk;Sung, Jung-Hee;Kim, Eung-Bin
    • Hwankyungkyoyuk
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    • v.25 no.2
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    • pp.254-271
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    • 2012
  • The purpose of this study was to analyze water words written by college students in order to investigate their cognition by using 'contents of water education for sustainable development'. For this study, researchers applied qualitative analysis methods such as a mind map and a water word association test, as well as quantitative analysis methods including a water common sense quiz and a survey of water cognition. The results of this study were as follows; First, college students were rarely interested in water, since the score of a water common sense quiz was quite low; water cognition that college students felt in their daily life was also deficient. Second, college student data shows that while they had specific water cognition, they did not have integrated view of water. Therefore, the study on water cognition of balanced views related to water should be carried out through developing and appling a interdisciplinary subject.

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A Study on the Learning Motivation Effect Issued by Bonus Quiz in Programming Learning (프로그래밍 학습에서 보너스 퀴즈에 의한 학습 동기 부여 효과에 대한 연구)

  • Ahn, You Jung;Lee, Miyeong;Kim, Kyong-Ah
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.195-196
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    • 2018
  • 컴퓨터 프로그래밍 수업에 적용되는 다양한 평가 방법들은 학습자들의 학습 동기 부여에 각각 영향을 미치는 정도가 다를 것이다. 본 연구자는 담당하고 있는 컴퓨터 프로그래밍 수업의 학습자들을 대상으로 성적에 직접 반영되는 퀴즈와 성적에 직접 반영되지는 않지만 퀴즈 점수에 따라 총점에 인센티브를 부여하는 보너스 퀴즈를 각각 여러 회 실시해보고 어느 방법이 학습자들의 학습 동기 부여에 더 효과적인지를 분석해보았다.

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PC User Authentication using Hand Gesture Recognition and Challenge-Response

  • Shin, Sang-Min;Kim, Minsoo
    • Journal of Advanced Information Technology and Convergence
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    • v.8 no.2
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    • pp.79-87
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    • 2018
  • The current PC user authentication uses character password based on user's knowledge. However, this can easily be exploited by password cracking or key-logging programs. In addition, the use of a difficult password and the periodic change of the password make it easy for the user to mistake exposing the password around the PC because it is difficult for the user to remember the password. In order to overcome this, we propose user gesture recognition and challenge-response authentication. We apply user's hand gesture instead of character password. In the challenge-response method, authentication is performed in the form of responding to a quiz, rather than using the same password every time. To apply the hand gesture to challenge-response authentication, the gesture is recognized and symbolized to be used in the quiz response. So we show that this method can be applied to PC user authentication.