• Title/Summary/Keyword: quiz

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A Study on the Home Helpers' Knowledge about Facts on Aging and Attitude toward the Elderly in Korea (가정봉사원의 노화사실 인지정도와 노인에 대한 태도 : 급여유무별 비교)

  • Lee, Hye-Won
    • Korean Journal of Social Welfare
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    • v.43
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    • pp.358-384
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    • 2000
  • The purpose of this study is to measure the home helpers' knowledge about facts on aging and attitude toward the elderly in Korea, and to find out the variables that may influence their attitude. Four hundred and thirty eight home helpers working in a home help agency were given the questionnaire containing the Kyung San Facts on Aging Quiz to measure the level of knowledge about aging and Yoon (1988)'s scale to find the direction of attitude toward the elderly. The results of this study are analyzed as follows: (1) The home helpers' level of knowledge about aging was 59.1%, which was lower than nurses' level (65.0%) and social workers' level (65.3%). And the paid home helpers' level of knowledge about aging was 61.2%, which was significantly different from the unpaid home helpers' level (57.0%). (2) Using 5 points scale, mean of home helpers' attitude toward the elderly was 2.56 (51.2%), which was different from nurses' attitude (40.6%) and social workers' attitude (62.0%). And the paid home helpers' attitude toward the elderly's action (29.9%) was significantly different from the unpaid home helpers' attitude (32.6%). (3) Using multiple regression analysis, the home helpers' levels of knowledge about aging was the most significant predictor to explain the home helpers' attitude toward the elderly. The other variables that are also statistically significant predictors of the home helpers' attitude were sex, voluntary experience for the elderly, age, city size, and personal experience with the elderly. Especially the significant predictors to explain the paid home helpers' attitude were their levels of knowledge about aging and city size. On the other hand, the significant predictors to explain the unpaid home helpers' attitude were sex and age. Based on the research results, implications for practice and future research are discussed, and education methods for making home helpers' attitude toward the elderly more positive are also suggested.

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Development of Mobile Contents for Self-Directed Learning in Wireless Internet (무선인터넷 환경에서 자기주도학습 모바일 콘텐츠 설계)

  • Kim, Dong-Seok;Shin, Pan-Seop
    • Journal of the Korea Computer Industry Society
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    • v.8 no.1
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    • pp.29-40
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    • 2007
  • In this study, current status of technology and realities of usage on wireless Internet for educational applications were examined, and based on related studies and case analysis, 'Matrix OX Quiz' that can be applied at present time was designed and built. Main characteristics of this system are as below: Firstly, an attempt was made to achieve educational effect by offering educational contents that are suitable for wireless Internet era, breaking away form limitations on time and space with previous wired Internet. Secondly, mobile phone was selected as the wireless Internet terminal considering the current wireless Internet usage environment and technology, and improved convenience by supporting WAP form Markup language used by SK telecommunications with the most enrollment at present. Thirdly, self-directed learning capability of students can be improved through lessons utilizing wireless Internet. Especially, responsibilities for teaming can be increased through lessons utilizing wireless Internet, and abilities needed for solving immediate problems can be developed. Therefore, the educational contents built in this study should have sufficient educational effects if wireless Internet becomes widely spread and most students can easily use it in near future.

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The Educational Games' UI Study from the Point of View of UX by Eye-tracking (UX관점에서 Eye-tracking을 이용한 교육용 게임 UI연구)

  • Shin, Won-Sub;Shin, Donghoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.211-224
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    • 2013
  • The purpose of this study was to find the effective way of composition in terms of UX(user experience) when configuring UI(user interface) of educational game by utilizing ET(eye-tracking). Experimental material was a game related to the middle school 'force and motion'. SMI (SensoMotoric Instruments)' iView X TM RED was used in order to collect eye movement data. The results of this study was as follows. First, the lead element for fast visual attention should be placed in the center when the educational game UI is configured. Second, burton that changes character's features and the information about them should be placed close to each other. Third, learning quiz caught visual attention faster when it was placed on the left side of UI. Fourth, when one UI was overlapped by another, parts that were not overlapped was fixated, too.

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Development of a CAS-Based Virtual Learning System for Personalized Discrete Mathematics Learning (개인 적응형 이산 수학 학습을 위한 CAS 기반의 가상 학습 시스템 개발)

  • Jun, Young-Cook;Kang, Yun-Soo;Kim, Sun-Hong;Jung, In-Chul
    • Journal of the Korean School Mathematics Society
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    • v.13 no.1
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    • pp.125-141
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    • 2010
  • The aim of this paper is to develop a web-based Virtual Learning System for discrete mathematics learning using CAS (Computer Algebra System), The system contains a series of contents that are common between secondary und university curriculum in discrete mathematics such as sets, relations, matrices, graphs etc. We designed and developed web-based virtual learning contents contained in the proposed system based on Mathematia, webMathematica and phpMath taking advantages of rapid computation and visualization. The virtual learning system for discrete math provides movie lectures and 'practice mode' authored with phpMath in order to enhance conceptual understanding of each movie lesson. In particular, matrix learning is facilitated with conceptual diagram that provides interactive quizzes. Once the quiz results are submitted, Bayesian inference network diagnoses strong and weak parts of learning nodes for generating diagnostic reports to facilitate personalized learning. As part of formative evaluation, the overall responses were collected for future revision of the system with 10 university students.

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Development of web-based courseware for self-directed learning method at technology-home economics (기술$\cdot$가정과 자기 주도적 학습을 위한 웹 기반 코스웨어 개발)

  • Kim Young-Sang;Lin Chi-Ho
    • The Journal of Information Technology
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    • v.6 no.3
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    • pp.87-95
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    • 2003
  • This research demonstrated the efficiency, when compared to the textbook-based learning method, of developing web-based Courseware and utilizing it in the class so that students could study on their own the mobile parts of Technology-home economics. The contents are as follows: It is designed based on Namo Web Editor 5.1, in conjunction with Java script, PHP, Mysql, and so on. Procedures are as follows: First, students learn a small unit and then have a quiz. After logging in, they are tested on what they have learned. Finally, they send the result to the teacher by e-mail. To verify the results of this research, we make two groups. Each group has 34 students. One group are taught by using developed Courseware program, the other group are taught by present teaching program.The result shows the difference in achievement to the extent of significance P<0.05. In conclusion, it proved to be effective.

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Syllable-based Korean POS Tagging Based on Combining a Pre-analyzed Dictionary with Machine Learning (기분석사전과 기계학습 방법을 결합한 음절 단위 한국어 품사 태깅)

  • Lee, Chung-Hee;Lim, Joon-Ho;Lim, Soojong;Kim, Hyun-Ki
    • Journal of KIISE
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    • v.43 no.3
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    • pp.362-369
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    • 2016
  • This study is directed toward the design of a hybrid algorithm for syllable-based Korean POS tagging. Previous syllable-based works on Korean POS tagging have relied on a sequence labeling method and mostly used only a machine learning method. We present a new algorithm integrating a machine learning method and a pre-analyzed dictionary. We used a Sejong tagged corpus for training and evaluation. While the machine learning engine achieved eojeol precision of 0.964, the proposed hybrid engine achieved eojeol precision of 0.990. In a Quiz domain test, the machine learning engine and the proposed hybrid engine obtained 0.961 and 0.972, respectively. This result indicates our method to be effective for Korean POS tagging.

Development of Risk Communication Strategy and Educational Homepage on Food Additives (식품첨가물 Risk Communication 전략 모형 개발 및 교육용 홈페이지 구축)

  • Kim, Sang-Mi;Kim, Jeong-Weon
    • Korean Journal of Community Nutrition
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    • v.15 no.2
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    • pp.240-252
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    • 2010
  • The purpose of this research was to develop risk communication (RC) strategy and educational web-site on food additives for elementary students and their parents to improve their perception on food additives and dietary life. First of all, a survey was conducted from 1,200 elementary children and their parents to diagnose the perception and information needs on food additives. The survey revealed that most children and their parents did not have enough knowledge on food additives and demanded the safety information on food additives. Second, previous researches on food communication were analyzed to develop a risk communication model, and it was directly applied in this study. Third, a web site (www.foodnara.go.kr/foodaddy) was developed to upload the education materials along with up-to-date information and classroom activities for teachers on food additives. Fourth, the developed homepage was evaluated by applying to about 100 children and parents each, and majority of them showed high levels of understanding (children 85.7%, parents 79%) and satisfaction (children 77.2%, parents 64%), and the effect of getting over the prejudice against food additives was observed. The RC model developed in this study could be applied to any food risk communication, and the content and materials in this web site including booklets, animations, and quiz could be used effectively to promote the communication on food additives. In the future, it will be necessary to advertise the web site to be utilized by various consumer levels and to update the contents continuously by developing consumer-friendly communication materials.

Development and Application of the Mathematically Gifted Student Learning Program Utilizing App Inventor for Self-directed Learning Ability (자기주도적 학습능력의 향상을 위한 앱인벤터 활용 수학영재프로그램의 개발과 적용)

  • Lee, Jae-Jun;Yoo, In-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.1-8
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    • 2016
  • Strengthening self-directed learning ability is established as one of the goals of gifted education in Korea. In addition, it should be noted that self-directed learning can be realized in variety of ways as favorable conditions and environments are fostered to provide gifted education utilizing program. in the recent days. But, gifted learning programs for programming are programmed for information gifted student. Therefore, we have analyzed in this study the effects of improvement on self-directed learning ability of mathematically gifted student through class utilizing app inventor program for self-directed learning ability. Built up from the 4th and 5th grade to elementary math one class for gifted children complete by making math quiz, we use the app inventor to activity. The result of experiment showed very significant difference in the post-survey to less than .002 in the pre-survey in terms of three domains, which are intrinsic motivation, the openness of learning opportunities and autonomy which corresponds to sub-elements of self-directed learning ability. We could verify from the result of the study that mathematically gifted student learning program utilizing app development activity have positive effects on self-directed learning ability of mathematically gifted students.

Korean TV Talk Shows Trend from a Self-disclosure Perspective (국내 오락 토크쇼 흐름과 소통 형태 및 구조에 대한 연구-자기노출 관점을 바탕으로)

  • Oh, Mee-Young
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.70-82
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    • 2014
  • The competitive circumstance among domestic TV stations caused by TV channels of comprehensive programming appearance in 2011 brought the rapid growth of talk shows. The purpose of this article is to diagnose the talk shows trend from a self-disclosure perspective to consider a social aspect and communication structure in popular TV programs. 26 domestic TV talk shows from 2011 to 2014 were collected and analyzed to understand current state and grasp genres and formats. The results show that self-disclosure talk shows are increasing under the leading of terrestrial TV channels. The talk only type of talk show is superior in numbers compare to the variety type talk show includes such as game and quiz. The popular talk shows were produced inside studio mainly with fun seeking topics. Multi MCs and guests encountered many to many communication structure. The marked changes among self-disclosure talk shows to encourage participation of entertainers' family members and ordinary people are emerging and it is a noteworthy phenomenon.

Exploring Sweepstakes Marketing Strategies in Facebook Brand Fan Pages (페이스북 브랜드 팬 페이지의 경품 이벤트 마케팅 전략에 관한 탐색적 연구)

  • Choi, Yoon-Jin;Jeon, Byeong-Jin;Kim, Hee-Woong
    • The Journal of Information Systems
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    • v.26 no.2
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    • pp.1-23
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    • 2017
  • Purpose Facebook is a social network service that has the highest number of Monthly Active Users around the world. Hence, marketers have selected Facebook as the most important platform to get customer engagement. With respect to the customer engagement enhancement, the most popular and engaging post type in the Facebook brand fan pages related to what was usually classified as 'sweepstakes'. Sweepstakes refer to a form of gambling where the entire prize may be awarded to the winner. Which makes customers more engaged with the brand. This study aims to explore sweepstakes-oriented social media marketing approaches based on the application of big data analytics. Design/methodology/approach we collect sweepstakes data from each company based on the data crawling from the Facebook brand fan pages. The output of this study explains how companies in each category of FCB grid can design and apply sweepstakes for their social media marketing. Findings The results show that they have one thing in common across the four quadrants of FCB grid. Regardless of the quadrants, most frequently observed type is 'Simple/Quiz or Comments/Quatrains [event type of sweepstakes] + Gifticon [type of reward prize] + Image [type of message display] + No URL [Link toother website] +Single-Gift-Offer [type of reward prize payment]'. So, if the position of the brand is hard to be defined by the FCB grid model, then this general rule can be applied to all types of brands. Also some differences between the quadrants of the FCB grid were observed. This study offers several research implications by analyzing Sweepstakes-oriented social media marketing approaches in Facebook brand fan pages. By using the FCB grid model, this study provides guidance on how companies can design their sweepstakes-oriented social media marketing approaches in the context of Facebook brand fan pages by considering their context.