{"created":"2025-01-19T00:55:09.874639+00:00","updated":"2025-01-20T01:48:40.601468+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00189071","sets":["6504:9465:9466"]},"path":["9466"],"owner":"6748","recid":"189071","title":["SNSの適切な使用を教育するゲーム型学習コンテンツの開発(小学校高学年を対象として)"],"pubdate":{"attribute_name":"公開日","attribute_value":"2018-03-13"},"_buckets":{"deposit":"c0110ddb-f49e-4652-b1c3-64658b2ea86a"},"_deposit":{"id":"189071","pid":{"type":"depid","value":"189071","revision_id":0},"owners":[6748],"status":"published","created_by":6748},"item_title":"SNSの適切な使用を教育するゲーム型学習コンテンツの開発(小学校高学年を対象として)","author_link":["429481","429482","429480"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"SNSの適切な使用を教育するゲーム型学習コンテンツの開発(小学校高学年を対象として)"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"コンピュータと人間社会","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2018-03-13","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_22_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"工学院大"},{"subitem_text_value":"工学院大"},{"subitem_text_value":"工学院大"}]},"item_publisher":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"情報処理学会","subitem_publisher_language":"ja"}]},"publish_status":"0","weko_shared_id":-1,"item_file_price":{"attribute_name":"Billing file","attribute_type":"file","attribute_value_mlt":[{"url":{"url":"https://ipsj.ixsq.nii.ac.jp/record/189071/files/IPSJ-Z80-6ZC-08.pdf","label":"IPSJ-Z80-6ZC-08.pdf"},"date":[{"dateType":"Available","dateValue":"2018-05-07"}],"format":"application/pdf","filename":"IPSJ-Z80-6ZC-08.pdf","filesize":[{"value":"604.9 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"16fac1b9-0e4c-44bd-a9ec-ed967c540766","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2018 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"藤池, 遼"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"藤川, 真樹"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"安部, 芳絵"}],"nameIdentifiers":[{}]}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_5794","resourcetype":"conference paper"}]},"item_22_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00349328","subitem_source_identifier_type":"NCID"}]},"item_22_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"スマートフォンの普及により,SNSの利用率が小中学生の間で急上昇している.彼らは,SNSがもつ機能を享受しているが,SNSがもつ危険性を十分に理解していないことが多い.本研究では,スマートフォンを持ち始める年代である小学校高学年をターゲットとし,SNSの適切な使用を教育するゲーム型学習コンテンツを開発する.当該コンテンツは,児童が興味を持ちやすいゲームの1つであり,ゲームの主人公を育成することができるRPGをベースとする.信頼度というパラメータを主人公に持たせることでSNS上での適切な振る舞いの重要さを習得させるとともに,心理学的な効果を取り入れることで学習意欲の維持向上を図る.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"626","bibliographic_titles":[{"bibliographic_title":"第80回全国大会講演論文集"}],"bibliographicPageStart":"625","bibliographicIssueDates":{"bibliographicIssueDate":"2018-03-13","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2018"}]},"relation_version_is_last":true,"weko_creator_id":"6748"},"id":189071,"links":{}}