{"updated":"2025-01-21T17:57:30.099112+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00085853","sets":["1164:4842:6683:6886"]},"path":["6886"],"owner":"11","recid":"85853","title":["世代や組織を超えた相互学習を促進するためのプログラミング導入教育の実践報告"],"pubdate":{"attribute_name":"公開日","attribute_value":"2012-10-06"},"_buckets":{"deposit":"dee02f85-9961-4339-828a-d43e0f135146"},"_deposit":{"id":"85853","pid":{"type":"depid","value":"85853","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"世代や組織を超えた相互学習を促進するためのプログラミング導入教育の実践報告","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"世代や組織を超えた相互学習を促進するためのプログラミング導入教育の実践報告"},{"subitem_title":"A Practical Report of an Introductory Programming Course to Enhance Social Learning Beyond Generations and Organizations","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2012-10-06","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"青山学院大学社会情報学部/青山学院大学ヒューマンイノベーション研究センター"},{"subitem_text_value":"津田塾大学"},{"subitem_text_value":"青山学院大学ヒューマンイノベーション研究センター"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"School of Social Informatics, Aoyama Gakuin University / Human Innovation Research Center, Aoyama Gakuin University","subitem_text_language":"en"},{"subitem_text_value":"Tsuda College","subitem_text_language":"en"},{"subitem_text_value":"Human Innovation Research Center, Aoyama Gakuin 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/85853/files/IPSJ-CE12116014.pdf"},"date":[{"dateType":"Available","dateValue":"2014-10-06"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-CE12116014.pdf","filesize":[{"value":"613.0 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":"09bc1c93-d383-41ad-87bc-a12f8f757711","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2012 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"伊藤, 一成"},{"creatorName":"阿部, 和広"},{"creatorName":"新目, 真紀"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Kazunari, Ito","creatorNameLang":"en"},{"creatorName":"Kazuhiro, Abe","creatorNameLang":"en"},{"creatorName":"Maki, Arame","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":"青山学院大学社会情報学部では,大学1年生を対象としたプログラミング導入教育を行っている.大学の情報科目は,他の科目に比べ学生のバックグラウンドの個人差が大きい.この問題を解決するため相互学習に着目した.相互学習を行うためには,異なるバックグラウドの学生の発想を引き出すことが重要になる.また学習者が出来るだけ早い段階で,世代や組織の枠を超えた他の学習者に対する教授者になれるような仕組みを構築するのが重要と考えている.本稿では,Scratch,センサーボード,LEGOを組み合わせた本学部の実践について報告する.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Faculty of social informatics of Aoyama Gakuin University has been conducted an introductory programming course. Subjects in information area, a difference in student background is large compared to other subjects. We pay attention to social learning to solve this problem. To perform social learning in the class, it is important to pull an idea of students who have a different background. And it is also important to establish a mechanism that a learner also act as a teacher for other learners as early as possible. This paper reports our practice that combines Scratch, sensor board and LEGO to tackle these problems as mentioned.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"7","bibliographic_titles":[{"bibliographic_title":"研究報告コンピュータと教育(CE)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2012-10-06","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"14","bibliographicVolumeNumber":"2012-CE-116"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-18T23:37:23.620812+00:00","id":85853,"links":{}}