{"updated":"2025-01-22T05:48:02.685910+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00054627","sets":["1164:4842:4910:4912"]},"path":["4912"],"owner":"1","recid":"54627","title":["協同学習における学習の過程としてのアイデンティティの変容 「あるごありーな」を利用したプログラミング学習の質的評価"],"pubdate":{"attribute_name":"公開日","attribute_value":"1996-09-20"},"_buckets":{"deposit":"524c03a0-d7a0-41f5-8fe5-73042659ccea"},"_deposit":{"id":"54627","pid":{"type":"depid","value":"54627","revision_id":0},"owners":[1],"status":"published","created_by":1},"item_title":"協同学習における学習の過程としてのアイデンティティの変容 「あるごありーな」を利用したプログラミング学習の質的評価","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"協同学習における学習の過程としてのアイデンティティの変容 「あるごありーな」を利用したプログラミング学習の質的評価"},{"subitem_title":"Identity Formation as a Process of Learning in Collaborative Setting","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"1996-09-20","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"NEC情報メディア研究所"},{"subitem_text_value":"NEC情報メディア研究所"},{"subitem_text_value":"守山市立守山北中学校"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"NEC Corporation","subitem_text_language":"en"},{"subitem_text_value":"NEC Corporation","subitem_text_language":"en"},{"subitem_text_value":"The City of Moriyama Moriyamakita Municipal Junior High School","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/54627/files/IPSJ-CE96041005.pdf"},"date":[{"dateType":"Available","dateValue":"1998-09-20"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-CE96041005.pdf","filesize":[{"value":"782.7 kB"}],"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":"cf73458a-e68b-47eb-84ea-73afa6b7626c","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 1996 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"鈴木, 栄幸"},{"creatorName":"加藤, 浩"},{"creatorName":"佐々木, 真理"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Hideyuki, Suzuki","creatorNameLang":"en"},{"creatorName":"Hiroshi, Kato","creatorNameLang":"en"},{"creatorName":"Naomasa, Sasaki","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_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"本報告では、プログラミング協同学習ソフトウェア「あるごありーな」を利用した実験授業のインタラクション分析結果について述べる。「あるごありーな」は、プログラミングを含むソフトウェア作成技術育成を目的とした対戦型相撲シミュレータである。学習者は、力士の動きをプログラム言語を使ってプログラムし、他人の力士と対戦させる。対戦を活動の中心におくことは、強い力士を作ることを共通に志向する実践共同体の形成を支援する。この共同体の中で生徒らは自分の位置、すなわちアイデンティティを確立するともに、ソフトウェア作成技術を身につけていくのである。ビデオ分析結果により、「あるごありーな」が生徒らによるプログラミングの実践共同体の形成・維持を支援すること、学習はその共同体内でのアイデンティティの変容過程として捉えられることが示された。","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In this paper, AlgoArena system and results of an ethnographic study in an AlgoArena classroom are described. AlgoArena is a Sumo simulator software with which learners can program their own Sumo wrestlers with LOGO-based programming language and can have bouts with the others' wrestlers. The goal of this software is to foster programming ability. AlgoArena supports forming community of learners upon which the collaborative programming learning can be occurred by providing shared place for bouts, shared terms and artifacts to talk about their activities, and shared goal. An ethnographic investigation in the AlgoArena classroom revealed that: AlgoArena supports students to form their community as programmers; students learn programming skills through participating in the community; the process of identity formation in the community is inseparable from the learning process.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"40","bibliographic_titles":[{"bibliographic_title":"情報処理学会研究報告コンピュータと教育(CE)"}],"bibliographicPageStart":"33","bibliographicIssueDates":{"bibliographicIssueDate":"1996-09-20","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"93(1996-CE-041)","bibliographicVolumeNumber":"1996"}]},"relation_version_is_last":true,"weko_creator_id":"1"},"created":"2025-01-18T23:18:27.467167+00:00","id":54627,"links":{}}