{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00212568","sets":["6164:6165:7308:10662"]},"path":["10662"],"owner":"44499","recid":"212568","title":["遠隔授業下におけるEC型学習コンテンツ制作支援に向けた方法の提案 -Googleフォームで制作された学習コンテンツの体験が喚起する制作意欲および阻害要因に注目して-"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-08-23"},"_buckets":{"deposit":"9802512e-391d-4e9d-94c5-01339fd2712b"},"_deposit":{"id":"212568","pid":{"type":"depid","value":"212568","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"遠隔授業下におけるEC型学習コンテンツ制作支援に向けた方法の提案 -Googleフォームで制作された学習コンテンツの体験が喚起する制作意欲および阻害要因に注目して-","author_link":["542618","542621","542622","542620","542619"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"遠隔授業下におけるEC型学習コンテンツ制作支援に向けた方法の提案 -Googleフォームで制作された学習コンテンツの体験が喚起する制作意欲および阻害要因に注目して-"}]},"item_type_id":"18","publish_date":"2021-08-23","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":"常磐大学"},{"subitem_text_value":"広島女学院大学"},{"subitem_text_value":"常磐大学"},{"subitem_text_value":"常磐大学"},{"subitem_text_value":"横浜国立大学"}]},"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/212568/files/IPSJ-EC2021033.pdf","label":"IPSJ-EC2021033.pdf"},"date":[{"dateType":"Available","dateValue":"2021-08-23"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2021033.pdf","filesize":[{"value":"1.3 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"40"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"d84d92d5-f948-43fa-adf7-3d2dad2b205f","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2021 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"寺島, 哲平"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"名城邦, 孝"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"関, 敦央"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"宮崎, 雅幸"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"石田, 喜美"}],"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":"コロナ禍の中、授業を中心に遠隔で学習可能なコンテンツの提供が学校には求められている。学生がこれらを用いて学習を進めるためには、自主的・継続的な学習を支援する「遊び」の要素が不可欠である。一方、現状では、そのようなデジタルコンテンツを作成するために、簡単に利用可能な方法・ツールが普及していない。そこで発表者らは、ゲーム形式の図書館利用ガイダンスをGoogleフォームで制作し、簡易なEC型学習コンテンツ制作の方法を提案・普及するための手がかりを得ることとした。本発表では、学生を対象に実施した試行調査の結果を報告する。","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"174","bibliographic_titles":[{"bibliographic_title":"エンタテインメントコンピューティングシンポジウム論文集"}],"bibliographicPageStart":"169","bibliographicIssueDates":{"bibliographicIssueDate":"2021-08-23","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2021"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":212568,"updated":"2025-01-19T17:28:35.232499+00:00","links":{},"created":"2025-01-19T01:13:30.454847+00:00"}