{"created":"2025-01-19T01:04:56.306808+00:00","updated":"2025-01-19T20:55:14.765451+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00202370","sets":["6164:6165:6640:10055"]},"path":["10055"],"owner":"44499","recid":"202370","title":["小学校高学年を対象としたSNS教育ゲームの開発(その2)"],"pubdate":{"attribute_name":"公開日","attribute_value":"2019-06-26"},"_buckets":{"deposit":"32bb70f6-0a01-4b66-b7b5-b76bd98f1baf"},"_deposit":{"id":"202370","pid":{"type":"depid","value":"202370","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"小学校高学年を対象としたSNS教育ゲームの開発(その2)","author_link":["496525","496527","496528","496526"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"小学校高学年を対象としたSNS教育ゲームの開発(その2)"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ユーザブルセキュリティ","subitem_subject_scheme":"Other"}]},"item_type_id":"18","publish_date":"2019-06-26","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_18_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"工学院大学"},{"subitem_text_value":"工学院大学"},{"subitem_text_value":"工学院大学"},{"subitem_text_value":"工学院大学"}]},"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/202370/files/IPSJ-DICOMO2019097.pdf","label":"IPSJ-DICOMO2019097.pdf"},"date":[{"dateType":"Available","dateValue":"2021-06-26"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-DICOMO2019097.pdf","filesize":[{"value":"1.9 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"f5e22f61-137a-42eb-8af8-0ec5c8e53f1c","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2019 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"藤川, 真樹"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"叶, 稜也"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"伊藤, 愛里"}],"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_18_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"親から与えられたスマートフォンを使ってSNS を利用する小学校高学年の割合が増加している.SNS を利用する際には情報モラル(倫理,法の理解と遵守,情報セキュリティの知識と技能)が必要であることから,文部科学省は学習指導要領を通して情報モラル教育を推進している.一方,教育現場で使用されている教材のほとんどは冊子やDVD であるため,要領のコンセプトである「主体的・対話的で深い学び」が実現できているとは言いにくい.本研究では,実践的かつ「主体的・対話的で深い学び」を実現するためにSNS 教育ゲームを開発する.当該ゲームは,小学校高学年の特徴,既存教育ゲームの特長と課題を踏まえつつ「主体的・対話的で深い学び」を実現する6 つの条件を満たすように設計する.著者らは,ノベルゲーム開発ソフトウェアを使って基本的な教育ゲームを作成した.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"702","bibliographic_titles":[{"bibliographic_title":"マルチメディア,分散協調とモバイルシンポジウム2019論文集"}],"bibliographicPageStart":"695","bibliographicIssueDates":{"bibliographicIssueDate":"2019-06-26","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2019"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":202370,"links":{}}