{"created":"2025-01-19T01:41:55.423705+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00238711","sets":["6164:6165:7308:11764"]},"path":["11764"],"owner":"44499","recid":"238711","title":["ゲーミフィケーションを活用したスマートフォン用学習支援システムの開発:ゲーミフィケーション要素"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-08-26"},"_buckets":{"deposit":"4d70c070-7a56-49e4-8547-a6b94212eb96"},"_deposit":{"id":"238711","pid":{"type":"depid","value":"238711","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スマートフォン用学習支援システムの開発:ゲーミフィケーション要素","author_link":["653803","653802","653801"],"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スマートフォン用学習支援システムの開発:ゲーミフィケーション要素"}]},"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"},{"subitem_text_value":"兵庫県立大学環境人間学部"},{"subitem_text_value":"中村学園大学短期大学部"}]},"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/238711/files/IPSJ-EC2024022.pdf","label":"IPSJ-EC2024022.pdf"},"date":[{"dateType":"Available","dateValue":"2024-08-26"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2024022.pdf","filesize":[{"value":"960.4 kB"}],"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":"f55df0be-3406-470f-b8bb-521b32272b44","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":"中桐, 斉之"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"寺尾, 明日実"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"向坂, 幸雄"}],"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":"近年、スマートフォン等の携帯端末を用いて学習を行われてきているが、携帯端末での学習においては時間や場所の制約がないというメリットがある一方で、学習用のアプリケーション(以下、アプリ)ではなく、他のアプリを使ってしまうことで、学習ができないといった、学習者の学習の継続にユーザの自律性が求められ、モチベーション維持が難しいことが課題となっている。一方、ゲームの要素をゲーム以外に適用するゲーミフィケーションが教育の分野においても導入されてきており、モチベーションの維持・向上に効果があることが分かってきた。そこで、本研究では、ゲーミフィケーションを活用した学習支援システムを開発し、ゲーミフィケーションのどの要素がモチベーションの維持向上に影響するかを解析した。","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"148","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":"147","bibliographicIssueDates":{"bibliographicIssueDate":"2024-08-26","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2024"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":238711,"updated":"2025-01-19T08:30:58.857579+00:00","links":{}}