• Title/Summary/Keyword: Online Quiz System

Search Result 6, Processing Time 0.02 seconds

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
    • /
    • v.15 no.6
    • /
    • pp.1187-1194
    • /
    • 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.

A Study on the Variables Influencing Student Achievement in a Blended Learning of College English (대학 교양영어 블렌디드 학습에서 학업성취도에 영향을 끼치는 변인 연구)

  • Choi, Meeyang;Han, Tae In
    • Journal of Digital Convergence
    • /
    • v.11 no.10
    • /
    • pp.719-730
    • /
    • 2013
  • The English Conversation class as a required course in S university is designed as blended learning to reinforce English education. To identify the influence of this blended learning on its students' achievement, the research about what variables are related with it was conducted. Data analysis indicates that gender, major, military service, overseas stay, face-to-face attendance, quiz, and online attendance have an effect on the student achievement. However, the students' style of online learning--study place, study time, and study frequency--doesn't have any relationship with their achievement. Their satisfaction with the online study was questioned in the three areas such as instructor, contents, and system, among which only the 'system' area has an influence on their achievement.

Online learning Assessment System using a Hybrid-App (하이브리드 앱을 이용한 온라인 학습 평가 시스템)

  • Bang, Jin-Suk;Choi, Kwang-Il;Kim, Chang-Su;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.05a
    • /
    • pp.638-641
    • /
    • 2013
  • In college, you can view the online quiz through the cyber education, and online learning. However, if there is no computer has a problem that can not be many students it is in place or not the Internet watch online quizzes. In recent years, many college students have a smart phone, from anywhere, using smartphone, you have utilized various Web surfing, news, and Messenger. In addition, office workers and students, have to learn to put to PDF necessary materials through the smartphone. Advantage of smart phones, have a feature that can be easy to carry and use anywhere at any time. Online learning from anywhere via a smart phone, so that you can see the online quizzes, in this paper, the system that not only online quizzes through a smartphone using the Hybrid-App, you can see in real time the results and scores of the person I proposed.

  • PDF

A Study on Battle-Style Lecture System Development (배틀 방식에 의한 교육시스템 개발)

  • Kim, Sea Woo;Chun, Sun Hwa;Ahn, Young Seo;Shin, Yu Gene
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2013.07a
    • /
    • pp.27-29
    • /
    • 2013
  • 교육 방식에 대한 여러 가지 연구가 활발한 상황이다. 본 연구는 배틀을 이용한 수업에 대한 시스템을 제안한다. 그룹별 문제해결 방식의 교육과 그것이 스마트폰과 셋톱박스 세트를 이용하여 모바일 DB 시스템과 연관되어 이루어지는 것을 기술한다.

  • PDF

QBS, the Smart e-learning Model (참여와 공유의 정신을 구현한 스마트시대의 이러닝 학습 모델 QBS)

  • Park, Jae-Chun;Lee, Doo-Young;Yang, Je-Min
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.19 no.1
    • /
    • pp.208-220
    • /
    • 2015
  • This study analyze Online class's current condition in Smart era. And suggest better operation model based on Internet Architecture. This study focuses the condition of e-learning operation model in University online class. Especially, 'Time Check Idea' that using for attendance on e-learning class has some side effects. So this study would applied 'Qualitative Check Idea Concept' on e-learning class. Question Based System, QBS is example model. QBS is leading a Learner's participation in e-class by Making Quiz. These quizs are shared with other students and refer to studing contents. Practically operating Qualitative Concept model QBS on university e-class, we can seek for the effectiveness of Qualitative e-learning model QBS.

Implementation of Digital Game-based Learning Feature for Package Tour Management Application (패키지 투어 관리 애플리케이션을 위한 디지털 게임 기반의 학습 기능 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.7
    • /
    • pp.1004-1012
    • /
    • 2022
  • This paper contains the implementation of a game as a feature of a package tour management application with the Digital Game-based Learning approach that helps tourists learn about tourism spots. The game is written in Java language for an Android smartphone that is designed to be integrated with Content Management System (CMS) to manage the game's contents and assets. The game contains one tourism spots introductory level and five quiz game levels with each having a reward (points) and punishment (time penalty) system, then summed the results to obtain the total score from all levels. The total score will determine a tourist's performance and be listed on an online leaderboard to increase competitiveness among tourists. The conducted performance evaluation of the game shows satisfactory results of 0.9 seconds of response time from the database to the game. Implementing the game presented in this paper will potentially reduce the burden of the tour guide and increase the efficiency of managing the tour group.