{"created":"2025-01-19T01:16:25.537082+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00215664","sets":["6504:10735:10811"]},"path":["10811"],"owner":"44499","recid":"215664","title":["情報モラル教育ゲームの開発(Part.2-1)-情報モラル指導モデルカリキュラム表:e3-1とe3-2の実装-"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-03-04"},"_buckets":{"deposit":"af9a5ca9-3f7c-4e10-addd-51e9f82535d7"},"_deposit":{"id":"215664","pid":{"type":"depid","value":"215664","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"情報モラル教育ゲームの開発(Part.2-1)-情報モラル指導モデルカリキュラム表:e3-1とe3-2の実装-","author_link":["555380","555379","555381"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"情報モラル教育ゲームの開発(Part.2-1)-情報モラル指導モデルカリキュラム表:e3-1とe3-2の実装-"}]},"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":"2021-03-04","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":"工学院大"},{"subitem_text_value":"工学院大"},{"subitem_text_value":"工学院大"}]},"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/215664/files/IPSJ-Z83-1ZF-02.pdf","label":"IPSJ-Z83-1ZF-02.pdf"},"date":[{"dateType":"Available","dateValue":"2021-12-29"}],"format":"application/pdf","filename":"IPSJ-Z83-1ZF-02.pdf","filesize":[{"value":"537.4 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"325a9760-6de6-45c7-a8d2-2dff7e7ffa06","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2021 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"澤田, 匡佑"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"池原, 元"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"藤川, 真樹"}],"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":"ITリテラシーの向上により,スマートフォンを取り扱う小学校高学年が増えている.一方で,情報の正誤を判断したり,個人情報の取り扱いを適切に行ったりするスキルは十分ではない.本研究では「情報の正確さを判断する方法」と「個人情報を適切に取り扱う方法」を学習できる,ゲーミフィケーションをベースとした情報モラル教育ゲームのプロトタイプを開発した.当該ゲームは,小学校高学年の特徴と傾向を考慮した「演出」を取り入れることで積極的なゲームプレイを促し,学習者にとって「主体的・対話的で深い学び」となるよう設計した.今後,著者らは小学校高学年に当該ゲームを利用していただき,教育上の効果を測定する予定である.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"680","bibliographic_titles":[{"bibliographic_title":"第83回全国大会講演論文集"}],"bibliographicPageStart":"679","bibliographicIssueDates":{"bibliographicIssueDate":"2021-03-04","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2021"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":215664,"updated":"2025-01-19T16:03:18.143815+00:00","links":{}}