{"links":{},"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00217390","sets":["1164:4842:10828:10886"]},"path":["10886"],"owner":"44499","recid":"217390","title":["プログラミング初学者のためのパズル型問題開発と問題分析"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-03-05"},"_buckets":{"deposit":"427bb401-86dd-4f8b-97ab-8e1a625704f5"},"_deposit":{"id":"217390","pid":{"type":"depid","value":"217390","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"プログラミング初学者のためのパズル型問題開発と問題分析","author_link":["563218","563220","563219","563221","563217"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"プログラミング初学者のためのパズル型問題開発と問題分析"}]},"item_type_id":"4","publish_date":"2022-03-05","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"青山学院大学社会情報学部"},{"subitem_text_value":"青山学院大学社会情報学部"},{"subitem_text_value":"青山学院大学社会情報学部"},{"subitem_text_value":"青山学院大学社会情報学部"},{"subitem_text_value":"青山学院大学社会情報学部"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"School of Social Informatics, Aoyama Gakuin University","subitem_text_language":"en"},{"subitem_text_value":"School of Social Informatics, Aoyama Gakuin University","subitem_text_language":"en"},{"subitem_text_value":"School of Social Informatics, Aoyama Gakuin University","subitem_text_language":"en"},{"subitem_text_value":"School of Social Informatics, Aoyama Gakuin University","subitem_text_language":"en"},{"subitem_text_value":"School of Social Informatics, Aoyama Gakuin University","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"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/217390/files/IPSJ-CE22164007.pdf","label":"IPSJ-CE22164007.pdf"},"date":[{"dateType":"Available","dateValue":"2024-03-05"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-CE22164007.pdf","filesize":[{"value":"1.9 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"19"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"53582140-e5a6-4946-b918-60d4b6452156","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2022 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"西村, 萌"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"米澤, 彩乃"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"上島, 綺夏"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"黒木, 奏子"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"松澤, 芳昭"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN10096193","subitem_source_identifier_type":"NCID"}]},"item_4_textarea_12":{"attribute_name":"Notice","attribute_value_mlt":[{"subitem_textarea_value":"SIG Technical Reports are nonrefereed and hence may later appear in any journals, conferences, symposia, etc."}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_18gh","resourcetype":"technical report"}]},"item_4_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"2188-8930","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"本研究では,シャッフルされたプログラム断片を動作可能なプログラムに組み立て直す順序整列問題 (パズル型プログラミング問題) の開発と評価をおこなった.コンピュータシステム上に実装されたパズル型問題は,操作履歴が獲得できるため,プログラム断片の操作という単位で思考過程の分析ができる.JavaScript,HTML,CSS を用いたプログラミング導入教育の受講者約 200 名に対して計 32 問の問題開発と実践を行い,解答の正誤分析と解答過程の分析を行った.正答率や解答過程での誤答選択肢の迷いより,プログラミング理解度が測定できるか考察を行った.本プログラミングテストの結果は,実プログラミングテストの結果と強い相関があり,プログラミング能力を測る問題として適切であるという示唆が得られた.S-P 表分析や共起マトリックス分析の結果,プログラミング初学者に適した問題は,出題ポイントが絞られており構造が明確な問題であること,不適切な問題は,難しい構造,間違いピースという 2 つの間違い要素を含んだ問題であることを考察した.出題の必要性が高いポイントとしては,文法事項や変数定義の位置について,必要性が低いポイントとしては,while 文の条件式の変数や乱数生成についてが挙げられた.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"8","bibliographic_titles":[{"bibliographic_title":"研究報告コンピュータと教育(CE)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2022-03-05","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"7","bibliographicVolumeNumber":"2022-CE-164"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"updated":"2025-01-19T15:30:54.070703+00:00","created":"2025-01-19T01:17:53.049601+00:00","id":217390}