{"created":"2025-01-19T01:41:55.332611+00:00","updated":"2025-01-19T08:31:01.931621+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00238710","sets":["6164:6165:7308:11764"]},"path":["11764"],"owner":"44499","recid":"238710","title":["モチベーション維持のための学習支援システム:ゲーミフィケーションのキャラクター育成の効果"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-08-26"},"_buckets":{"deposit":"1b1e42a5-adc5-4abf-95e9-b971a75ee523"},"_deposit":{"id":"238710","pid":{"type":"depid","value":"238710","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"モチベーション維持のための学習支援システム:ゲーミフィケーションのキャラクター育成の効果","author_link":["653800","653799"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"モチベーション維持のための学習支援システム:ゲーミフィケーションのキャラクター育成の効果"}]},"item_type_id":"18","publish_date":"2024-08-26","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":"兵庫県立大学 環境人間学部 環境人間学科"},{"subitem_text_value":"兵庫県立大学 環境人間学部 環境人間学科"}]},"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/238710/files/IPSJ-EC2024021.pdf","label":"IPSJ-EC2024021.pdf"},"date":[{"dateType":"Available","dateValue":"2024-08-26"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2024021.pdf","filesize":[{"value":"1.0 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":"4bee4971-0019-42a3-a20d-6c24dd37999d","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2024 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"鎌田, 朋佳"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"中桐, 斉之"}],"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":"本研究では学習モチベーションの維持・向上効果の解析を目的として、ゲーミフィケーション要素、とくにキャラクター育成の要素を用いた学習支援システムの開発を行い、スマートフォン用のアプリとして実装を行った。システムは4択のクイズ形式とし、回答することでポイントを獲得、そのポイントを用いてキャラクターを育成可能とした。実証実験の結果から、アプリ内でのキャラクター育成におけるアンロックの要素が学習モチベーションの維持に関係していると考えられる。","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"146","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2024論文集"}],"bibliographicPageStart":"144","bibliographicIssueDates":{"bibliographicIssueDate":"2024-08-26","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2024"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":238710,"links":{}}