{"id":203429,"updated":"2025-01-19T20:32:54.722142+00:00","links":{},"created":"2025-01-19T01:05:51.388724+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00203429","sets":["1164:3368:10149:10150"]},"path":["10150"],"owner":"44499","recid":"203429","title":["ボードゲームのプレイ効果を分析するための基礎的考察"],"pubdate":{"attribute_name":"公開日","attribute_value":"2020-02-21"},"_buckets":{"deposit":"fd44edab-4c6a-4ed5-b0e2-2a196090bb19"},"_deposit":{"id":"203429","pid":{"type":"depid","value":"203429","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"ボードゲームのプレイ効果を分析するための基礎的考察","author_link":["501451","501452","501453","501450"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ボードゲームのプレイ効果を分析するための基礎的考察"},{"subitem_title":"Basic Consideration to Analyze Some Effects for Playing the Board Games","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"若手の会","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2020-02-21","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"岩手県立大学,ソフトウェア情報学部"},{"subitem_text_value":"岩手県立大学,ソフトウェア情報学部"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Iwate Prefectural University, Software and Information Science","subitem_text_language":"en"},{"subitem_text_value":"Iwate Prefectural University, Software and Information Science","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"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/203429/files/IPSJ-IS20151014.pdf","label":"IPSJ-IS20151014.pdf"},"date":[{"dateType":"Available","dateValue":"2022-02-21"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-IS20151014.pdf","filesize":[{"value":"706.2 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"38"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"b7173d12-4066-498c-800a-a7d7895ba111","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2020 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"柳町, 真子"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"布川, 博士"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Mako, Yanagimachi","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Hiroshi, Nunokawa","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA11253943","subitem_source_identifier_type":"NCID"}]},"item_4_textarea_12":{"attribute_name":"Notice","attribute_value_mlt":[{"subitem_textarea_value":"SIG Technical Reports are nonrefereed and hence may later appear in any journals, conferences, symposia, etc."}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_18gh","resourcetype":"technical report"}]},"item_4_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"2188-8809","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"デジタルゲームが普及する中,アナログゲームであるボードゲームも人気が高い.ボードゲームを活用した教育方法に注目した議論も複数存在する.しかしながら,コミュニケーション能力向上や教育効果があると言われてはいるものの,具体的な分析はあまりみあたらない.ボードゲーム利用の有無のみを制御した臨床実験は不可能であると考えられ,一般論としてそれらを測ることは困難であろう.そこで本研究では,効果があるという仮説のもと,ボードゲーム 24 種類を対象に,社会人基礎力を教育効果として設定し,その関係を分析した.本稿ではその結果について述べる.さらに,ボードゲームを遊びと学びに,社会人基礎力を教育効果に,それぞれ抽象化できるかを議論する.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"With the spread of digital games, analog board games are also popular. There are several discussions focusing on educational methods using board games. However, although it is said that it will have improved communication skills and educational effects, there is not much specific analysis. It is considered impossible to conduct social experiments that only control the use of board games, and it is generally difficult to measure them. Therefore, in this study, based on the hypothesis that it is effective, we set the \"Fundamental Competencies for Working Persons\" by METI as educational effects for 24 types of board games and analyzed the relationship. This paper describes the results. In addition, we discuss whether board games can be generalized for playing and learning, and the \"Fundamental Competencies for Working Persons\" for educational effects.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"8","bibliographic_titles":[{"bibliographic_title":"研究報告情報システムと社会環境(IS)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2020-02-21","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"14","bibliographicVolumeNumber":"2020-IS-151"}]},"relation_version_is_last":true,"weko_creator_id":"44499"}}