• Title/Summary/Keyword: Mobile quiz

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The Mobile Quiz System Using SMS (SMS를 이용한 모바일 퀴즈 시스템)

  • Park, Hyo-Won;Lee, Kyoung-Deug;Lee, Sun-Heum;Kim, Sun-Hyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.2
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    • pp.525-531
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    • 2010
  • In this paper, a mobile quiz system using SMS has been developed, which can be conveniently used on the spot of education. The system immediately not only provides each individual student with the results of his/her quizzes but also a instructor with the statistics of the results by SMS. Field tests of the quiz system have shown that it can be effectively used as a good teaching tool for teachers getting immediate feedback from participants in the lecture and adjusting teaching level as well as for inducing more interest in learning from participants and raising their concentration on the class.

Development and Use of the Nursing Management Application for Smartphones in Class

  • Kim, Yoon-Jung;Park, Jung-Ha
    • International journal of advanced smart convergence
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    • v.9 no.3
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    • pp.36-41
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    • 2020
  • In this study, a nursing management application for fourth-year students majoring in nursing at university was developed and practically applied in lectures. The application consists of an introduction, learning contents, and quiz contents. Nursing students downloaded and used it on their smartphones, such as iPhones and Android phones. The learning contents of a nursing management application include theoretical contents related to courses on nursing management and quiz contents comprising basic, advanced, and mixed quizzes based on the learning contents. Nursing students had access to this application on their smartphones and studied the contents provided regardless of time and space. Moreover, they were allowed to check their scores as soon as they selected and answered the questions included in the quiz contents. Nursing students used a nursing management application during and after lectures. We confirmed their learning process and learning results anytime and provided relevant feedback.

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.

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 Study on the Broadcasting Statistics using the Wireless Internet Phones (무선 인터넷폰을 이용한 방송통계 시스템)

  • 김형교;강민구;박구만;송관호
    • Journal of Broadcast Engineering
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    • v.7 no.1
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    • pp.66-75
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    • 2002
  • In this paper, a new wireless internet service for TV is proposed using the detection of a mobile agent of each mobile company Especially. new broadcasting programs like as music charts. quiz games can be serried by a mobile internet phone. In this proposed system, all mobile protocols( WAP, ME. W3C) are supported by one server based on the mobile agent detection of URL over the existed wire and wireless internees.

Gamification Convergence Contents Study: Formal Elements of the Game Implemented in (게이미피케이션 융합콘텐츠 연구: <잼라이브>에 나타난 게임의 형식적 요소를 중심으로)

  • Lee, Un-Jung;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.483-489
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    • 2019
  • Recently, various media such as broadcasting, movies, and mobile converge with game elements, expanding the contents and expanding the area. This study focuses on the gamification convergence contents. Among them, we examine the case of mobile application live quiz show by applying the formal elements of the game mentioned by Tracy Fullerton. The elements have all the formal elements of the game, which led to the conclusion that they lead the audience to immersion based on the play characteristics of the game. This can be attributed to the elements of the game that have penetrated into the contents, and it can be reinterpreted, and the directions of new contents can be presented, which is industrially, culturally and academically significant. This study focuses on the industrial and cultural achievements created by contents, and plans and prospects new content that balances play and usefulness.

Design and Implementation of a Mobile Contents for Learning English Vocabulary (영어 어휘 학습을 위한 모바일 콘텐츠의 설계 및 구현)

  • Lee Jae-Seok;Bae Ihn-Han
    • Journal of Internet Computing and Services
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    • v.5 no.4
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    • pp.43-51
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    • 2004
  • The convergence of mobile communications and handheld computers offers the opportunity to develop technology that will assist individuals and groups to learn anytime, anywhere. In this thesis, we suggest a learning model for educational mobile contents, and implement a mobile contents for English vocabulary learning. The mobile contents consist of two parts: vocabulary learning and vocabulary evaluation. The vocabulary learning provides the mobile learner not only the display of English vocabulary but also the pronunciation of native speaker. The degree of learning achievement is evaluated by the quiz program of game style. Accordingly, the proposed prototype system for English vocabulary learning is designed and implemented, as an exemplar of personal mobile systems for edutainment mobile learning.

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A Design and Implementation of Mobile Visit Guide System for the Individual Science & Technology Learning in the Museum (비형식적 교육장소에서 개별적 과학기술학습을 위한 모바일 관람 가이드 시스템의 설계 및 구현)

  • Kweon, Hyo-Sun;Choi, Won-Sik
    • 대한공업교육학회지
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    • v.30 no.1
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    • pp.120-132
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    • 2005
  • The major purpose of this study was to provide a basic model of mobile guide system for visitor's individual learning, self-regulated learning in a museum. System model realized by this study was as follows; 1) This system distributed exhibit information to tourists in place of existing audio guides or curators. Using wireless communications, the PDA automatically delivered information about the exhibit. The artistic and visual displays maximized effective and quick transmission of information to the user. 2) It made visiting a museum fun, exciting and entertaining. With the PDA guide the museum visitor can interact with detailed descriptions of exhibits, videos and images. The museum visitor, can also play a quiz game, take photos, record voices and send e-mail.

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.

A Design and Implementation of Mobile Game History Adventure (모바일 게임 History Adventure 설계 및 구현)

  • Lee, Won Joo;Kim, Bumsoo;Yang, Seung Hak
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.37-38
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    • 2015
  • 본 논문에서는 XNA Framework 기반의 모바일 게임 History Adventure를 설계하고 구현한다. 이 모바일 게임은 영웅별 3개의 스테이지 구성되어 있으며 각 단계별로 각 나라를 대표를 하는 영웅들과 전쟁의 발발 원인에 대한 퀴즈 풀이를 진행한다. 이때 정답을 선택하면 HP를 공급하고 실패하면 정답을 알려줌으로써 게임과 학습을 함께 할 수 있다. 영웅들이 적을 격파하지 못하고 적선이 통과를 하게 된다면 HP(Hit Point)는 감소하고, 적선을 격퇴하면 난이도가 높은 스테이지로 이동한다. 게임중에 일정 점수를 획득하면 보너스 코인과 HP를 지급한다. 지급받은 코인 및 HP는 현재 스테이지를 수행하고 다음 스테이지로 이동해도 유효하다. 적의 보스를 처리할시 실제 전쟁의 결과를 알려주면서 다음 단계로 이동한다.

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