• Title/Summary/Keyword: 퀴즈

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Survey of Radiology Students' Satisfaction in Classes using the Quizn Platform (퀴즈 앤 플랫폼을 활용한 수업에서 방사선과 학생들의 만족도 조사)

  • Jeong-Kyu Park
    • Journal of the Korean Society of Radiology
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    • v.17 no.5
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    • pp.783-790
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    • 2023
  • The term edutech has recently been attracting attention as the convergence of education and technology is emphasized. Schools are also exploring teaching methods using edutech. The purpose of this study is to analyze the satisfaction of 210 radiology students after using Quizn Platform and the difference in satisfaction with Quizn Platform according to general characteristics. The research results are as follows. First, as a result of the satisfaction analysis according to class type, the following order was practical class, theory + practice class, and theory class. Second, the desired teaching methods among theory classes according to general characteristics were core classes (quiz solving), lecture-style classes, discussions, and discussion classes. Third, 'Quizn was used appropriately in class.' had the highest score at 4.27±0.60, and 'I am very interested in this subject.' had the lowest score at 3.98±0.74. Additionally, there was no significant difference in response to the teaching method (p>0.05). Fourth, 'Applying Quizn to class was interesting and fun' showed the highest score at 4.24±0.94, and 'Institutional support must be provided to continue using Quizn at 3.49±0.96. Additionally, there was no significant difference in satisfaction with classes according to gender and age (p>0.05). As a limitation of this study, although we investigated the satisfaction of students using Quizn, we were unable to investigate the satisfaction of instructors who interact with students. In the future, research that considers instructor satisfaction in classes using edutech should be conducted. Universities must provide institutional support and continuous interest until edutech is selected and utilized.

Web-based Random Initial-quiz Game System (웹기반의 무작위 초성퀴즈게임 시스템)

  • Hur, Tai-Sung;Kim, Joo-Seok;Kim, Seo-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.235-236
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    • 2013
  • 남녀노소 누구나 게임을 좋아한다. 복잡하거나 어려운 게임이나 또는 쉽고 단순한 게임을 누구나 즐겨한다. 이러한 고객의 욕구를 반영해, 기존에 있던 초성퀴즈들의 단점들을 보완하여 보다 쉽고 재미있는 게임을 만들었고 누구나 쉽게 접근할 수 있도록 웹기반으로 제작하여 별도의 설치나 어려운 회원가입 없이 빠르고 간단하게 게임을 즐길 수 있도록 게임시스템을 개발하였다.

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Design and implementation of an AI-based speed quiz content for social robots interacting with users (사람과 상호작용하는 소셜 로봇을 위한 인공지능 기반 스피드 퀴즈 콘텐츠의 설계와 구현)

  • Oh, Hyun-Jung;Kang, A-Reum;Kim, Do-Yun;Jeong, Gu-Min
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.13 no.6
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    • pp.611-618
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    • 2020
  • In this paper, we propose a design and implementation method of speed quiz content that can be driven by a social robot capable of interacting with humans, and a method of developing an intelligent module necessary for implementation. In addition, we propose a method of implementing speed quiz content through the process of constructing a map by arranging and connecting intelligent module blocks. Recently, software education has become mandatory and interest in programming is increasing. However, programming is difficult for students without basic knowledge of programming languages to directly access, and interest in block-type programming platforms suitable for beginners is growing. The block-type programming platform used in this paper is a platform that supports immediate and intuitive programming by supporting interactions between humans and robots. In this paper, the intelligent module implemented for the speed quiz content was used by blocking it within a block-type programming platform. In order to implement the scenario of the speed quiz content proposed in this paper, we implement a total of three image-based artificial intelligence modules. In addition to the intelligent module, various functional blocks were placed to implement the speed quiz content. In this paper, we propose a method of designing a speed quiz content scenario and a method of implementing an intelligent module for speed quiz content.

A Study on Mobile Web App Quiz Contents Authoring Model based on Gamification (게이미피케이션 기반 모바일 웹 앱 퀴즈 콘텐츠 저작 모형 연구)

  • Lee, Jae-Won;Kim, Hyun-Suk
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1253-1262
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    • 2018
  • In this study, we propose a development environment for authoring quiz contents, which is based on the concept of "Gamification", which is the principle of Engagement and Reward. Future Services As a platform for authoring and composing technology, and also for educational contents authoring, I have reviewed key features and implications of HTML5 (CSS3.0, Java Script, etc.) along with key technologies. These features are key technologies for building a true smart learning environment. Based on this, a case of applying the gamification technique to enhance the educational effect was proposed through the quiz contents model.

A Study on Tangible Gesture Interface Prototype Development of the Quiz Game (퀴즈게임의 체감형 제스처 인터페이스 프로토타입 개발)

  • Ahn, Jung-Ho;Ko, Jae-Pil
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.235-245
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    • 2012
  • This paper introduce a quiz game contents based on gesture interface. We analyzed the off-line quiz games, extracted its presiding components, and digitalized them so that the proposed game contents is able to substitute for the off-line quiz games. We used the Kinect camera to obtain the depth images and performed the preprocessing including vertical human segmentation, head detection and tracking and hand detection, and gesture recognition for hand-up, hand vertical movement, fist shape, pass and fist-and-attraction. Especially, we defined the interface gestures designed as a metaphor for natural gestures in real world so that users are able to feel abstract concept of movement, selection and confirmation tangibly. Compared to our previous work, we added the card compensation process for completeness, improved the vertical hand movement and the fist shape recognition methods for the example selection and presented an organized test to measure the recognition performance. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.

The effect of student-generated questions and online quiz-based learning applied to nursing students; focused on biological nursing science subjects (간호학생에게 적용한 학습자질문중심학습법과 온라인 퀴즈기반학습법의 효과: 기초간호학 교과목을 중심으로)

  • Ryu, Young-Mi;Yang, Young-Mi;Jung, Miran
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.411-421
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    • 2021
  • This study was conducted to compare the effects of student-generated questions (SGQ) and online quiz-based learning (OQL) applied to a physiology and a pharmacology course with 173 nursing students in total. The levels of learning motivation of all participants at 15th week decreased significantly compared with 8th week. There were no statistical difference on learning motivation, communication, and critical thinking between SGQ and OQL, and regardless of the order SGQ and OQL were applied. However, the level of learning satisfaction in students taking pharmacology course was significantly higher in OQL than SGQ (t=2.184, p=.003). We suggest that either SGQ or OQL or both SGQ and OQL be used throughout a semester in biological nursing science subjects without changing teaching strategy during a semester.

고속 회전축-베어링계의 스퀴즈-필름 댐퍼에 관한 연구

  • 한동철;윤석철
    • Proceedings of the Korean Society of Tribologists and Lubrication Engineers Conference
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    • 1989.06b
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    • pp.48-59
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    • 1989
  • 최근 터어보 샤프트, 터어보 팬, 터어보 쳇트 엔진, 가스 터어빈, 공작기계의 주축, 그리고 섬유기계 섬유봉등의 회전기계류 설계에서 단위 무게당 출력의 비율을 높이기 위해서 회전속도의 고속화가 요구되고 있다. 이러한 경우 회전축계의 진동특성에 크게 영향을 미치는 감쇠특성을 부각시키기 위하여 베어링의 외부에 스퀴즈-필름 댐퍼 (Squeeze-film Damper)를 부가하고 회전축계를 유연하게 지지하여 줌으로써 진동문제를 간단히 해결하며 회전속도의 고속화를 가능하게 할 수 있다. 적합하게 설계된 스퀴즈-필름 댐퍼의 잇점은 다음과 같다. (a) 회전축의 위험속도를 작은 공진쪽으로서 통과하는 것이 가능. (b) 베어링과 지지구조물에 전달되는 하중이 감소 (c) 장기간 사용중, 마모 및 브레이드 파손에 의해 진폭이 증가된 불평형 강제진동에서도 안정된 운전이 가능 (d) 미끄럼 저어널 베어링에 지지된 회전축계의 고속회전에서 불안정한 자려진동이 나타나는 안정 한계속도를 높히는 것이 가능

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HTML Implementation of Wi-Fi based Attendance Checking (Wi-Fi 기반 출결관리 기능의 HTML5 구현)

  • Choi, Min;Oh, Se-chang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.545-547
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    • 2013
  • 최근 대학 강의가 대형화 함에 따라 기존 교수방법으로는 출석체크, 퀴즈, 시험 등의 평가과정에서 발생하는 오버헤드를 피하기 어렵게 되었다. 교수는 대형강의에서 시행하는 퀴즈/시험 등에 따른 채점/평가에 대해서 상당한 부담감을 느끼며, 강의 중 교수-학생 상호작용/feedback 등을 시도하기도 어려운 상황이다. 이러한 문제를 해결하기 위해서, 본 연구에서는 대형강의 추세에 따른 적합한 교수법/교수지원도구(tool) 연구를 수행하였다. 대형강의에서 퀴즈/시험의 채점 및 평가에 소요되는 오버헤드를 감소시키는 방법을 고안하며, 대형강의에서 스마트폰을 활용하여 학생들과 실시간으로 상호작용할 수 있는 도구를 개발하였다. 특히, 본 연구에서는 HTML5 기술을 활용함으로써, 학생들이 소지한 스마트폰의 플랫폼에 독립적으로 설치과정의 번거로움 없이 활용할 수 있도록 하였다.

Deep Quiz Cropping for Construction of Quiz Pool in Online Quiz System (온라인 퀴즈 시스템의 문제은행 구축 자동화를 위한 Deep Quiz Cropping 기술 개발)

  • Jeong, Dae-Wook;Jeong, Mun-Ho
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.6
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    • pp.1187-1194
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    • 2020
  • We presented a method of deep quiz cropping for automatic construction of quiz pool in online quiz systems. The method detects question boxes and sunda boxes in images captured from test papers by a deep learning-based object detector, and makes pairs of question box and sunda box by the box coupling. We applied the deep quiz cropping to images captured from test papers and achieved successful results.