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A Study on the Learning Effect of Serious Game for Diet education in Type II Diabetes (제2형 당뇨환자 식이교육 기능성 게임의 학습효과)

  • Kim, Yu-Jeong;Ahn, Tae-Hong
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.121-130
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    • 2016
  • The purpose of this study was to develop the customized diet education game (Roly-Poly 160) for type II diabetes and to test its effectiveness. The diet education game for type II diabetic is composed of three kinds of modules as Meal self-management, Card Game, and Quiz Game. Meal self-management was developed to manage the dietary information of each day and to observe changes in the 12-month period. Card game is to find a changed card based on the recommended meal menu during a limited time and Quiz game is to learn knowledge while solving the quizzes about diet. Data was collected from September 28th to October 28th, 2016 at C hospital and G hospital in G district, and 5 times for 1 hour for every 30 people with type II diabetes who applied for diabetic diet education. Knowledge of diabetes and 2 hour postprandial blood glucose were measured repeatedly before and after the experiment. After the Roly-Poly 160 experiment, the knowledge of type II diabetes was statistically significantly increased (p = 0.04), and the fasting blood glucose and the 2 hour postprandial blood glucose decreased statistically decreased (p <.05) and Roly-Poly 160 game clinical efficacy was verified.

Research for Vitalizing the Exportation of Korean Entertainment Program Format (한국 예능 프로그램 포맷 수출 활성화 방안 연구: 글로벌 예능 프로그램 포맷 특성과의 비교분석을 중심으로)

  • Lee, Eugene;Yu, Sae-Kyung
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.160-169
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    • 2016
  • This paper analyzed features of Korean entertainment program formats exported to Asia mostly with that of top 100 Global entertainment program formats exported globally in order to explore Korean entertainment program formats to export globally. Two groups of entertainment program were analyzed in three ways, program category, cast, and material. Regarding program category, quiz game programs showed highest exportation in Global top 100 formats while only 14.3% of Korean entertainment formats exported. As for the cast members, Korean formats prefer well-known celebrities. On the other hand, Global formats produce programs featuring non-famous, ordinary people. Moving on to material of each formats, Global formats focus on puzzle/riddle whereas, Korean formats mainly focus on music/dance and family/parenting. These results indicate that Korean entertainment programs contain strong cultural aspects which generate disadvantages on exportation of these programs, compared to Global entertainment programs. In conclusion, to export Korean entertainment program formats globally, quiz game format with ordinary people and using materials that delivers less cultural aspects are need to be developed.

Design and Implementation of the Customized Contents Organization Engine (맞춤형 콘텐츠 구성 엔진의 설계 및 구현)

  • Heo, Sun-Young;Kim, Eun-Gyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.599-601
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    • 2009
  • In currently being adopted as a e-leaning standard, SCORM it is difficult to provide the customized contents to a learner by changing the learner's level at runtime, and to control selective studying. So, we designed and implemented the customized contents organization engine(CCOE) in order to complement SCORM's faults in this paper. The CCOE consists of a level evaluation module, a contents re-organization module and a question item selection module. A level evaluation module evaluates the learner's level based on a question item reaction theory. And a question item selection module selects some random items by each level or by considering the learner's level which is then provided to a studying before evaluation, a section evaluation, and a quiz. And then this module transmits the selected items to the contents reorganization module for providing the quiz. A contents re-organization module selects the customized contents based on the learner's level by searching the tagged difficulty to the content, and creates the sequence with the selected items and the transmitted items from the question item selection module. If proposed in this paper CCOE is applied, the higher effectiveness of learning is expected by providing the customized learning contents based on the re-evaluated learner's level by each section.

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Exploring Factors affecting the Intention to Run University Remote Classes in the Post-COVID-19 Era (포스트 코로나 시대 대학 원격수업 운영 의사에 영향을 미치는 요인 탐색)

  • Kim, Sunyoung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.559-564
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    • 2021
  • The purpose of this study is to explore the factors that affect the intention to run remote classes after COVID-19 with university professors have fully experienced remote classes due to COVID-19. The research questions are what are the factors and the combinations of factors that affect the intention to run remote classes in the post-COVID-19. Data were collected through a survey of 311 remote classes at S Univ. in Seoul in fall 2020, and individuals and combinations of factors were confirmed through logistic regression analysis and decision tree analysis. As a result, individual factors were quality management, online office hours, quizzes midterm oral exams, video development, and student-student and instructor-student Q&A type between face-to-face and remote class. As combinations of factors, it was found that quality management×quiz×student Q&A and quality management×quiz×voting type had an effect on whether to run remote classes. Based on the results, we proposed to run and support remote classes in the post-COVID-19 era.

A Survey of Student Satisfaction after Role Play using Syndrome Differentiation-based Clinical Performance Examination Scenario in Class of Korean Medical Classics (원전 수업에서 변증(辨證) 기반 진료수행시험(CPX) 시나리오를 이용한 역할극에 대한 학생 만족도 조사)

  • Hak-Jun, Jo;Na-young, Jo;Jeong-Su, Park
    • Journal of Society of Preventive Korean Medicine
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    • v.26 no.3
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    • pp.73-86
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    • 2022
  • Objectives : The purpose of this study was to investigate the satisfaction of students who participated in a role play using the syndrome differentiation CPX (Clinical Performance Examination) scenario in Korean Medicine Classics class, and to find out whether the results were correlated with self-assessment of treatment skills and subject achievement. Methods : In the Korean Medicine Classics class in the first semester of 2022, 44 first-year students in the Department of Korean Medicine completed theoretical education and formative evaluation on the subject of internal damage fever, and then role-played using CPX scenarios. Among them, 41 students consented to the study. Students who agreed to the study answered the satisfaction questionnaire consisting of 13 questions in 2 areas on learning methods and effects, and self-evaluation was conducted according to the evaluation items of medical technology consisting of 23 questions. Satisfaction and self-assessment results were analyzed for correlation, and additionally, correlation with Korean Medicine Classics subject achievement was also analyzed. Results : The result of student satisfaction with the role play was 4.87±0.06 while the result of student self-assessment of clinical skill was 4.73±0.16. The student satisfaction with the role play showed statisticallysignificant correlations with the self-assessment of clinical skill and quiz score of Korean Medical Classics while it did not show correlations with the total score of Korean Medical Classics and paper test. Also, the self-assessment of clinical skill did not show correlations with the total score of Korean Medical Classics, paper test, and quiz. Conclusions : Even though the students who performed the role play using the syndrome differentiation based CPX scenario highly assessed their clinical skill and showed high satisfaction, it did not show significant correlation with the achievement of Korean Medical Classics.

The Effects of Postoperative Pain Management Education Provided for Nurses and Patients on Postoperative Pain Management (간호사와 환자에게 제공된 수술통증관리 교육이 수술 후 통증관리에 미치는 효과)

  • Lee, Hee Seon;An, Ji Hye
    • Journal of Korean Clinical Nursing Research
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    • v.14 no.2
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    • pp.5-17
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    • 2008
  • Purpose: The purpose of this study was to examine the effects of education regarding postoperative pain management provided for nurses as well as patients on related factors of pain management, including nurses' knowledge and attitude of postoperative pain, and the level of pain that patients felt after surgery. Method: A quasi-experimental research design was used in this research. Twenty-one nurses currently working in general surgery units and 32 patients who were taking on abdominal surgery in A university hospital were participated in this study. The three week-educational program of postoperative pain management including lecture, quiz, poster and discussion was provided for nurse participants. The postoperative pain management education for each patient was provided one day before his/her own operation for 20 minutes with the pamphlet developed by researchers. For assessing the effects, nurses' knowledge and attitude about pain management, patients' postoperative pain, pain control barriers, and satisfaction of pain management were measured. Results: The nurses' knowledge about pain management and the patients' satisfaction of pain management in the experimental group were higher than in the control group. The patients' postoperative pain in the experimental group was lower than in the control group. Conclusion: With the above results, the postoperative pain management education could be an effective nursing intervention for pain management of patients who were taking surgery.

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Development and Preliminary Outcome Study of Smartphone Overuse Prevention Education Program for Adolescents of Middle School (청소년을 위한 스마트폰 과다사용 예방교육 프로그램 개발 및 예비효과연구)

  • Kim, Myung Shig;Choi, Eun Mi;Lee, Shin Hoo;Bae, Jae Hong
    • Journal of Information Technology Services
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    • v.12 no.4
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    • pp.307-318
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    • 2013
  • This study developed the prevention education program of smartphone overuse for adolescents in middle school and testified its outcome. Finally the 4-session prevention education program for smartphone overuse was developed. 1st session was composed of psychoeducation about smartphone overuse and its side effect by quiz question. 2nd session smartphone addiction and brain change, 3rd session motivational enhancement program for smartphone overuse, 4th session cognitive behavioral program for it. The outcome was testified by internet addiction scale, smartphone addiction scale, and school adaptation scale for 2 classes of middle school students(experimental and control class). 2 Main results were as follows; First, the smartphone addiction total score and cyberworld orientation of the students participating in it were statistically significantly reduced. The difficulty of daily living and abstinence symptom due to smartphone overuse of them tended to reduce. Second, internet addiction total and all subscores of them were not changed. Third, class adaptation of them was statistically significantly increased and school adaptation total score and teacher adaptation of them tended to increase. Its meaning, implication and limitation were discussed.

A Design and Implementation Mobile Game Based on Kinect Sensor

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.9
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    • pp.73-80
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    • 2017
  • In this paper, we design and implement a mobile game based on Kinect sensor. This game is a motion recognition maze game based on Kinect sensor using XNA Game Studio. The game consists of three stages. Each maze has different size and clear time limit. A player can move to the next stage only if the player finds the exit within a limited time. However, if the exit is not found within the time limit, the game ends. In addition, two kinds of mini games are included in the game. The first game is a fruit catch game using motion recognition tracking of the Kinect sensor, and player have to pick up a certain number of randomly falling fruits. If a player acquire a certain number of fruits at this time, the movement speed of the player is increased. However, if a player takes a skeleton that appears randomly, the movement speed will decrease. The second game is a Quiz game using the speech recognition function of the Kinect sensor, and a question from random genres of common sense, nonsense, ancient creature, capital, constellation, etc. are issued. If a player correctly answers more than 7 of 10 questions, the player gets useful items to use in finding the maze. This item is a navigator fairy that helps the player to escape the forest.

The Study of e-Learning Status in Nursing Student (간호학생의 e-Learning 학습현황에 대한 연구)

  • Kim, Sook-Young;Ju, Se-Jin
    • The Journal of Korean Academic Society of Nursing Education
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    • v.12 no.1
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    • pp.86-94
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    • 2006
  • Purpose: The purpose of this study is to identify the nursing student's e-Learning status. Method: The 48 nursing students were subject to this study. They were introduced to use 'understanding of ABGA' site. And the web log data was analysed. Result: General learning status in nursing education, difference of learning status in each learning type, and 'quiz' area learning status were analysed to see the nursing student's e-Learning status. The result of study showed that the participants didn't get learning that site designer had in mind to give them. Conclusion: It is important to figure out students' actual learning behaviors and reactions of feedbacks. Also, web log data could provide useful data that affect student's behaviors. Based on this study result, the following is suggested. The way to give them effective learning should be considered by the instructor who knows the unsincere type students through web log data.

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The Learning Effects of Instructional Media on Anatomy Classes in a Nursing College (해부학수업에서 교수매체 적용에 따른 학습효과)

  • Sim, Jeoung-Ha
    • Journal of Korean Biological Nursing Science
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    • v.11 no.1
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    • pp.51-58
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    • 2009
  • Purpose: It is to verify learning effect of the instructional media on anatomy classes at a nursing college and to develop an alternative instructional media instead of cadaver. Method: Four groups pretest-posttest experimental design were used. One hundred twenty students who attended an Anatomy lecture in September, 2009 were selected After attending the anatomy lecture, the subjects were divided into four group (30 for each group) conveniently. The heart anatomy knowledge level were measured by a self evaluation questionnaire and quiz before and after a different instructional media being applied for each group including making heart shape using colored clay, taking picture of a real heart, sketching the heart model with color pencil and drawing heart presented in the anatomy textbook. Data was analyzed by t-test, ANNOVA test using the SPSS/PC WIN 12 version. Result: A statistically significant differences in the level of heart anatomy knowledge acquirement was noted after four different instructional media being applied, and four different instructional media was effective to the anatomy practice education. However, no difference in statistical post test results was noted among the four groups. Conclusion: It is recommended that further comparative studies on the learning effect between human cadaver practice and different instructional media is necessary.

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