Quiz Making Activities Using the Multi-Mouse Quiz System in an Elementary School

Quiz Making Activities Using the Multi-Mouse Quiz System in an Elementary School

Juan Zhou, Mikihiko Mori, Hiroshi Ueda, Hajime Kita
Copyright: © 2013 |Pages: 18
DOI: 10.4018/ijdet.2013100104
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Abstract

The Multi-Mouse Quiz System is an application used to treat quizzes in a classroom or other learning environment. The system comprises the Multi Mouse Quiz (MMQ) and MMQEditor. The MMQ is an application of Single Display Groupware (SDG), which enables multiple users to answer quizzes by connecting several mice to an ordinary computer. The MMQEditor is a personal computers (PCs) application designed to edit quizzes for MMQ. In this paper, the authors describe the activities of using MMQ and MMQEditor in an elementary school. Sixth grade children were asked to design quizzes using MMQEditor and then evaluate them mutually using MMQ. The results of the activities showed that the combination of MMQEditor and MMQ helped engage the children in the activities, the children easily operated MMQEditor, and learning was encouraged and deepened through the mutual evaluation of created quizzes.
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The desire to develop technologies that enhance the richness of collaboration in a face-to-face environment has spurred researchers to investigate a variety of multi-user systems. The SDG model proposed by Stewart et al. involves systems in which users each have an input device, such as a mouse, that shares information on a single display. Scott et al. (2003) reported that the SDG environment led to users being more active on the screen. The SDG Toolkit is a middleware tool that provides multiple users with an interaction environment using multiple mice and keyboards handled independently (Tse et al., 2002). The system known as Mischief and proposed by Moraveji et al. supports traditional classroom practices between a remote instructor and a group of collocated students using SDG (Moraveji et al, 2008, 2009). While most research on SDG assumes a small number of interacting users, attempts are made for all students in a class to use their own mice. Based on their research, Microsoft also released middleware for SDG and a plug-in for PowerPoint.

The authors of this paper have focused on the application of SDG in the field of education. A drawing tool was developed by Hagiwara et al. (2007). A quiz system developed by Saga et al. (2009) was later improved by Zhou et al. (2011b) for use in elementary schools. We have also promoted the development of a brainstorming tool (Mori et al., 2012). This research showed that the SDG environment leads to higher user engagement and a positive impact on collaboration and motivation.

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