• Title/Summary/Keyword: Quiz content

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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.

Effects of Using Gamification-Based Quiz on Recalling Formulaic Sequences (게이미피케이션 기반의 퀴즈 활동이 정형화 배열 회상에 미치는 영향)

  • Lee, Ji-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.589-596
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    • 2022
  • This study aims to investigate the effect of an educational gamification-based quiz on the recall of formulaic sequences (FS). The experiment involved 87 freshmen enrolled in general English classes at a university in Seoul. As material, EFL textbooks based on content from popular franchises, such as the Marvel Cinematic Universe, Twilight, and Harry Potter, were used. The experiment was carried out as follows: first, vocabulary learning, second, reading comprehension, and third, writing. The fourth activity proceeded differently in two groups. The experimental group used gamification-based quiz to practice FS, whereas the comparison group summarized the reading. FS was evaluated using meaning recall and form recall. Consequently, no difference was found between the groups on meaning recall tests of FS, but the experimental group had a significantly higher average score than the comparison group on the post-test on the form recall of FS.

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.

Development and Evaluation of a Web-based Multimedia Content for the Education of Hospice Volunteers (호스피스 자원봉사자를 위한 웹기반 학습프로그램 개발 및 효과분석)

  • Cho, Hyun;Jin, Eun-Hee;Sim, Eun-Kyung
    • Korean Journal of Health Education and Promotion
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    • v.25 no.4
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    • pp.83-92
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    • 2008
  • Objectives: This study was to develop and evaluate a web-based multimedia content for the education of hospice volunteers. Methods: The multimedia content was developed based on Baik's teaching and learning structure plan model. The developed program was evaluated by 24 hospice volunteer university students. Results: On main page, there were 4 menu bars that consisted of a lecture guide, cyber lecture, pause and quiz. In the operation of the web based multimedia content, HTML, Java Script, Photoshop and multimedia technology were utilized. There were significant differences in the test scores, before and after using this web-based learning program. After using a web-based learning program, scores of students were much higher. Conclusion: The developed web based program is based on systematic structure and it can provide hospice volunteers with the educational flexibilities and will be help for them to perform the more efficient hospice care.

Development and Evaluation of e-EBPP(Evidence-Based Practice Protocol) System for Evidence-Based Dementia Nursing Practice (근거중심 치매 간호실무를 위한 e-EBPP 시스템 개발 및 평가)

  • Park, Myonghwa
    • Korean Journal of Adult Nursing
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    • v.17 no.3
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    • pp.411-424
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    • 2005
  • Purpose: The purpose of this study was to develop and evaluate e-EBPP(Evidence-based Practice Protocol) system for nursing care for patients with dementia to facilitate the best evidence-based decision in their dementia care settings. Method: The system was developed based on system development life cycle and software prototyping using the following 5 processes: Analysis, Planning, Developing, Program Operation, and Final Evaluation. Result: The system consisted of modules for evidence-based nursing and protocol, guide for developing protocol, tool for saving, revising, and deleting the protocol, interface tool among users, and tool for evaluating users' satisfaction of the system. On the main page, there were 7 menu bars that consisted of Introduction of site, EBN info, Dementia info, Evidence Based Practice Protocol, Protocol Bank, Community, and Site Link. In the operation of the system, HTML, JavaScript, and Flash were utilized and the content consisted of text content, interactive content, animation, and quiz. Conclusion: This system can support nurses' best and cost-effective clinical decision using sharable standardized protocols consisting of the best evidence in dementia care. In addition, it can be utilized as an e-learning program for nurses and nursing students to learn use of evidence based information.

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Implementation of the Educational Game for Learning the Lecturers Information using the Digital Game-based Learning Methodology (디지털 게임 기반 학습 방법을 이용한 강사 소개 교육용 게임의 구현)

  • Wahyutama, Aria Bisma;Gusdya, Wanda;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.9
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    • pp.1190-1198
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    • 2021
  • In this paper, we present the results of implementing an interactive lecturer introduction game that allows new students or freshmen to learn about their lecturer's information using a Digital Game-based Learning (DGBL) methodology. This game provides information such as the lecturer's name, photo, the courses that they teach in the form of a quiz game, with Unity and PHP used as the development environment. Communication between the game, Content Management System (CMS), and the database is by using the REST API, which enables the administrator to manage the content of the game such as score and number of questions for each level, user's password, and performance threshold, as well as the lecturer's information itself. Since the developed interactive game uses an integrated CMS, the content can be updated dynamically according to the situation, therefore, it can be easily applied to other departments, as well as other various educational games.

A Study on Improving the Satisfaction of Non-face-to-face Video Lectures Using IPA Analysis (IPA 분석법을 활용한 비대면 동영상 강의 만족도 제고 방안 연구)

  • Jung, Dae-Hyun;Kim, Jin-Sung
    • The Journal of Information Systems
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    • v.29 no.4
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    • pp.45-56
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    • 2020
  • Purpose The purpose of this study is to present the direction of efficient e-learning education through the importance and satisfaction survey of learners of non-face-to-face video lectures. Therefore, by grasping the degree of satisfaction of the importance ratio through the IPA analysis method, we try to present improvement measures for insufficient education methods. Design/methodology/approach For IPA analysis, we conducted an online survey of four universities and analyzed 154 samples. The analysis method used SPSS, and through the wordcloud analysis method of R, the suggestions for the non-face-to-face lecture method felt by learners were analyzed to derive implications for improving the quality of education. Findings As a result of the overall satisfaction survey for the entire non-face-to-face class, the factors with the greatest dissatisfaction are listed as follows. Complaints about the adequacy of learning materials and activities (quiz, discussion, assignments, etc.), Complaints about how to use the produced content, and complaints about announcements about class management (lecture schedule, lecture method) were identified in order. The factors of dissatisfaction were clear in the non-face-to-face class where interactive communication was impossible or insufficient. In addition to the lack of quick Q&A, there seems to have been a phenomenon of some neglect.

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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Utilization Status of Internet and Dietary Information of School Children in Gyeonenam and Jeonbuk Areas (경남과 전북지역 초등학교 고학년생의 인터넷 및 식생활정보 이용실태)

  • 허은실;이경혜
    • Korean Journal of Community Nutrition
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    • v.8 no.1
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    • pp.15-25
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    • 2003
  • This study was carried out to investigate the utilization status of internet and dietary information by gender (boys : 442, girls : 461) in school children (total 903). The results were summarized as follows. The most of children used internet regularly (98.1%) and major purpose of using were mentioned as 'game (39.0%)' and 'social intercourse (49.5%)'. The duration of internet use was '< 2hours (80.9%)' They used internet mainly at 'home (88.8%)', and favorite search engines were 'Yahoo (54.2%)' and 'Daum (31.1%)'. The searching experience on dietary information was from only 35.6% of subjects mainly 'for homework (39.6%)' and 'for health (36.9%)'. The satisfaction degree of searched information was 'high (79.5%)'. Dissatisfactory reasons of internet site for dietary information were pointed out to be 'bring little interest (28.9)', 'difficult contents (19.2%)', and 'poor Information (18.2%)'. Only fifteen % of subjects had experience of nutrition counseling using internet, and purpose of counseling was mainly 'for homework (51.4%)' and 'for health problem (24.3%)'. The problems for nutritional counseling site were pointed out to be 'difficult answer content (31.7%)', 'insincere answer (28.6%)'and 'poor answer content (25.4%)'. They acquire information of nutrition and health management mainly through 'internet (43.7%)'. 'Growth and nutrition (28.3%)', 'improvement in studying ability (13.8%)', 'right weight control (13.3%)' and 'cooking (12.8%)'were most frequently asked information, They had a preference for 'game (40.5%)', 'animation (29.9%)' and 'quiz (18.1%)'as loaming method tools. The favorite site color was 'green (51.3%)'The results of this study showed that although the internet use was very high, they used internet to search dietary information very seldom. Therefore, the information donor should find out what is the optimal tool, what kind of dietary information was needed for school children.