{"created":"2025-01-19T01:07:55.666187+00:00","updated":"2025-01-19T19:34:45.521830+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00205805","sets":["6504:10247:10248"]},"path":["10248"],"owner":"6748","recid":"205805","title":["教育用SNS上での高校生のアーギュメントについての評価-コンセンサスゲームを題材として-"],"pubdate":{"attribute_name":"公開日","attribute_value":"2020-02-20"},"_buckets":{"deposit":"5606092f-6dca-4f3b-8d9c-da0a11f89844"},"_deposit":{"id":"205805","pid":{"type":"depid","value":"205805","revision_id":0},"owners":[6748],"status":"published","created_by":6748},"item_title":"教育用SNS上での高校生のアーギュメントについての評価-コンセンサスゲームを題材として-","author_link":["510842","510841","510843"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"教育用SNS上での高校生のアーギュメントについての評価-コンセンサスゲームを題材として-"}]},"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":"2020-02-20","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":"東北大"},{"subitem_text_value":"東北大"},{"subitem_text_value":"東北大"}]},"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/205805/files/IPSJ-Z82-2H-03.pdf","label":"IPSJ-Z82-2H-03.pdf"},"date":[{"dateType":"Available","dateValue":"2020-06-19"}],"format":"application/pdf","filename":"IPSJ-Z82-2H-03.pdf","filesize":[{"value":"363.6 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"f8dc66f0-db88-470b-8b9b-4d900f08623d","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2020 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"桑木, 道子"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"堀田, 龍也"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"和田, 裕一"}],"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":"アーギュメンテーションのスキル育成を目的として,高校生を対象とした教育用SNSを活用した議論の授業実践を行った。教育用SNS上で議論を行った後に議論の仕方を振り返り,次の議論に活かすための考察を書くまでを1回の演習として,2回の議論演習を行った。対照群として対面での議論演習を2回行う群を用意した。本研究では、1回目の議論演習でコンセンサスゲームを課題としたときの議論内容をもとに,証拠や理由付け,および裏付けを伴う主張ができているかを評価し,教育用SNSと対面での議論を比較した。その結果をもとに,授業において教育用SNSでアーギュメントの構成要素を意識した議論をさせる際に留意することを検討した。","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"282","bibliographic_titles":[{"bibliographic_title":"第82回全国大会講演論文集"}],"bibliographicPageStart":"281","bibliographicIssueDates":{"bibliographicIssueDate":"2020-02-20","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2020"}]},"relation_version_is_last":true,"weko_creator_id":"6748"},"id":205805,"links":{}}