{"created":"2025-01-19T01:10:09.229232+00:00","updated":"2025-01-19T18:43:22.742581+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00208782","sets":["6164:6165:7338:10458"]},"path":["10458"],"owner":"44499","recid":"208782","title":["リアルタイム対戦型陣取りゲーム題材としたプログラミング教材の開発と教育効果"],"pubdate":{"attribute_name":"公開日","attribute_value":"2020-12-12"},"_buckets":{"deposit":"d8c2a7fc-37dc-443d-8e49-2686de8548ed"},"_deposit":{"id":"208782","pid":{"type":"depid","value":"208782","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"リアルタイム対戦型陣取りゲーム題材としたプログラミング教材の開発と教育効果","author_link":["524674","524679","524678","524676","524673","524677","524675"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"リアルタイム対戦型陣取りゲーム題材としたプログラミング教材の開発と教育効果"},{"subitem_title":"Development of Programming Materials and Educational Effects of the Encampment Game","subitem_title_language":"en"}]},"item_type_id":"18","publish_date":"2020-12-12","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":"舞鶴工業高等専門学校"},{"subitem_text_value":"都城工業高等専門学校"},{"subitem_text_value":"久留米工業高等専門学校"},{"subitem_text_value":"有明工業高等専門学校"},{"subitem_text_value":"東京工業高等専門学校 情報工学科"}]},"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/208782/files/IPSJ_SSS2020014.pdf","label":"IPSJ_SSS2020014.pdf"},"date":[{"dateType":"Available","dateValue":"2020-12-12"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ_SSS2020014.pdf","filesize":[{"value":"944.8 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"d05fed96-84b2-4958-8cf5-df796cb4a0e4","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2020 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"井上, 泰仁"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"丸田, 要"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"黒木, 祥光"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"松野, 良信"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"小嶋, 徹也"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"小保方, 幸次"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"寺元, 貴幸"}],"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":"全国高等専門学校プログラミングコンテスト(高専プロコン)競技部門では,高専生のプログラミ ングスキルの向上のために,毎年,時間,精度,そして最良解探索などで競うための競技システムの開発 に取り組んでいる.2019 年の高専プロコン競技部門では,「踊って舞って回って」と題したリアルタイム 対戦型陣取りゲームを実施した.本報告では,高専プロコンにおける陣取りゲームを題材とした競技シス テムの開発,大会の様子,教育効果について報告する.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"100","bibliographic_titles":[{"bibliographic_title":"情報教育シンポジウム論文集"}],"bibliographicPageStart":"96","bibliographicIssueDates":{"bibliographicIssueDate":"2020-12-12","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2020"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":208782,"links":{}}