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

  • Published : 2002.06.01

Abstract

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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