{"links":{},"id":197341,"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00197341","sets":["6504:9795:9797"]},"path":["9797"],"owner":"6748","recid":"197341","title":["情報セキュリティの導入教育のためのクイズ形式のアドベンチャーゲームの出題のための予備実践"],"pubdate":{"attribute_name":"公開日","attribute_value":"2019-02-28"},"_buckets":{"deposit":"d7e56742-7918-4875-bdce-482138c17fdd"},"_deposit":{"id":"197341","pid":{"type":"depid","value":"197341","revision_id":0},"owners":[6748],"status":"published","created_by":6748},"item_title":"情報セキュリティの導入教育のためのクイズ形式のアドベンチャーゲームの出題のための予備実践","author_link":["473247","473248","473245","473246"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"情報セキュリティの導入教育のためのクイズ形式のアドベンチャーゲームの出題のための予備実践"}]},"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":"2019-02-28","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":"香川大"},{"subitem_text_value":"香川大"},{"subitem_text_value":"Aqutras"},{"subitem_text_value":"香川大"}]},"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/197341/files/IPSJ-Z81-7ZF-04.pdf","label":"IPSJ-Z81-7ZF-04.pdf"},"date":[{"dateType":"Available","dateValue":"2019-05-28"}],"format":"application/pdf","filename":"IPSJ-Z81-7ZF-04.pdf","filesize":[{"value":"640.3 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"0eab531e-8fab-4cb3-ac4d-96c92988f575","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2019 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"宇野, 光純"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"阿部, 隆幸"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"中矢, 誠"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"富永, 浩之"}],"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":"セキュリティを意識させる情報リテラシ教育として,ハッキング競技CTFを取り入れた大会イベントを提案している.サポーター制を導入し,CTFと連携する余興ゲームも組み込んで,観戦者を応援者として巻き込む.余興ゲームとして,学習要素の高いクイズ形式のアドベンチャーゲームBeeConAを提案している.主催する学校の個別情報をシナリオに盛り込んで,親近感を持たせ,教育効果を高める.また,BeeConAは余興ゲームとしての利用だけでなく、単体での利用も想定している。本論では,高大連携での利用を想定し、出題内容の検討を行う。高校生を対象に、試作した問題を出題し、解答の傾向を分析する。","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"612","bibliographic_titles":[{"bibliographic_title":"第81回全国大会講演論文集"}],"bibliographicPageStart":"611","bibliographicIssueDates":{"bibliographicIssueDate":"2019-02-28","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2019"}]},"relation_version_is_last":true,"weko_creator_id":"6748"},"created":"2025-01-19T01:01:48.411285+00:00","updated":"2025-01-19T22:20:36.075112+00:00"}