@inproceedings{oai:ipsj.ixsq.nii.ac.jp:00212369, author = {中村, 陽太 and 山口, 琢 and 伊藤, 恵 and 大場, みち子}, book = {情報教育シンポジウム論文集}, month = {Aug}, note = {プログラミングパズルの並べ替え操作から「プログラミング思考過程」の傾向を把握する研究をしている.本稿では,並べ替え操作からの思考過程の分析と実際の思考過程の整合性を把握するため,並べ替え操作理由のインタビュー実験を実施した結果について考察する., The effectiveness of the digital DMM application in learning with the analysis of the practice of an online class "Agriculture in Space" using the digital DMM application. The class consists of a real-time online class via zoom and pre-learning and post-learning activities for the students. Students create a digital Diamond Mandala Matrix (DMM) as a preparatory activity, participate in an online class consisting of lectures and discussions based on the DMM, and create the DMM again as a review. The digital DMM application has been developing by us, and students enter eight keywords, their representative keyword, and a sentence that describes them as a whole. We used KH Coder to analyze the text of the DMMs created by the students as preparation for the class (pre-learning DMMs) and those created as review (post-learning DMMs). As a result, it was confirmed that the real-time online class using the DMM application is effective for learning. By combining the data used in our previous paper, from the comparison of the pre-learning DMM and the post-learning DMM the same learning was observed. Thus, it can be shown that the digital DMM application we are developing is a useful tool for learning through real-time online classes. We are now developing a new version of the application and plan to apply it on various ways in the future.}, pages = {230--237}, publisher = {情報処理学会}, title = {インタビューに基づくプログラミングパズルの操作と思考過程の傾向分析}, volume = {2021}, year = {2021} }