{"updated":"2025-01-19T12:54:35.323614+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00225137","sets":["1164:4842:11191:11211"]},"path":["11211"],"owner":"44499","recid":"225137","title":["ゲーミフィケーションを活用した児童・生徒向け情報セキュリティ学習プログラムの開発"],"pubdate":{"attribute_name":"公開日","attribute_value":"2023-03-04"},"_buckets":{"deposit":"2a649d61-f556-4a0b-a5b2-656064550e0a"},"_deposit":{"id":"225137","pid":{"type":"depid","value":"225137","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"ゲーミフィケーションを活用した児童・生徒向け情報セキュリティ学習プログラムの開発","author_link":["595224","595225","595223","595226"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ゲーミフィケーションを活用した児童・生徒向け情報セキュリティ学習プログラムの開発"},{"subitem_title":"Developing an InfoSec Learning Program for K-12 Education using Gamification","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"研究論文セッション","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2023-03-04","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"中央大学国際情報学部"},{"subitem_text_value":"中央大学国際情報学部"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Faculty of Global Informatics, Chuo University","subitem_text_language":"en"},{"subitem_text_value":"Faculty of Global Informatics, Chuo 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/225137/files/IPSJ-CE23169029.pdf","label":"IPSJ-CE23169029.pdf"},"date":[{"dateType":"Available","dateValue":"2025-03-04"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-CE23169029.pdf","filesize":[{"value":"3.7 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":"f5f28f61-e82b-4c94-bf3a-5f575d93dd2a","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2023 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"津田, 敦哉"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"松崎, 和賢"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Atsuya, Tsuda","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Kazutaka, Matsuzaki","creatorNameLang":"en"}],"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":"本稿では,ビデオゲームを活用した児童・生徒向けの情報セキュリティ学習プログラムを開発し,評価を行った結果を報告する.セキュリティ教育をめぐっては,学習者のセキュリティ行動に及ぼす効果が限定的であることや,COVID-19 の感染拡大に伴いアナログゲームや CTF (ハッキング競技) を利用した対面での活動を行うことが困難であること等の課題がある.そこで,サイバーリスクについて「自分ごと」として捉える機会を提供することで,学習者のセキュリティ意識を向上せしめる効果的なオンライン学習プログラムを開発することが本研究の狙いである.開発したプログラムを模擬授業により評価した結果,開発したプログラムが事前に定めた要件を充足し,学習者の動機付けに寄与しうることや,学習に対して有効性を示すことなどが確認された.","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":"2023-03-04","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"29","bibliographicVolumeNumber":"2023-CE-169"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:24:38.910547+00:00","id":225137,"links":{}}