{"created":"2025-01-19T01:21:28.565705+00:00","updated":"2025-01-19T14:08:45.294809+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00221474","sets":["6504:11035:11040"]},"path":["11040"],"owner":"44499","recid":"221474","title":["ビジュアル・サウンドエフェクトによる学習時の筆記行動支援に関する検討"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-02-17"},"_buckets":{"deposit":"00b9c240-723c-4a50-8750-c0b7de41d6bf"},"_deposit":{"id":"221474","pid":{"type":"depid","value":"221474","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"ビジュアル・サウンドエフェクトによる学習時の筆記行動支援に関する検討","author_link":["579879","579880","579878","579881","579877","579876"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ビジュアル・サウンドエフェクトによる学習時の筆記行動支援に関する検討"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"インタフェース","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2022-02-17","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":"青学大"},{"subitem_text_value":"青学大"},{"subitem_text_value":"東北大"},{"subitem_text_value":"阪大"},{"subitem_text_value":"阪大"},{"subitem_text_value":"青学大"}]},"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/221474/files/IPSJ-Z84-5ZD-01.pdf","label":"IPSJ-Z84-5ZD-01.pdf"},"date":[{"dateType":"Available","dateValue":"2022-10-22"}],"format":"application/pdf","filename":"IPSJ-Z84-5ZD-01.pdf","filesize":[{"value":"385.5 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"4a6b9ba9-8f1a-4e7b-8f3b-0b42cbee1ec7","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2022 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"中川, 久倫"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"伊藤, 弘大"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"藤田, 和之"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"岸, 楓馬"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"福島, 力也"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"伊藤, 雄一"}],"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":"近年,学習者の学習時間と学習意欲の低下が問題となっている.その一方で,ゲームのプレイ時間は増加傾向にあり,その際に生じるポジティブな感情は学習効果を向上させることが知られている.そこで本研究では,学習時の「筆記行動」にゲームの要素を取り入れたフィードバックを与え,書くこと自体を楽しくすることで学習意欲・学習パフォーマンスの向上を図る.本稿ではその手法として,各ストロークの種類を,点・直線・曲線の3種類に分類し,それぞれに打撃・斬撃などのゲームの要素を取り入れたビジュアルエフェクトと効果音のサウンドエフェクトを付与した.そして,評価実験を行い,印象や筆記量にどのような影響を及ぼすか明らかにした.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"30","bibliographic_titles":[{"bibliographic_title":"第84回全国大会講演論文集"}],"bibliographicPageStart":"29","bibliographicIssueDates":{"bibliographicIssueDate":"2022-02-17","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2022"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":221474,"links":{}}