{"created":"2023-06-19T08:09:41.246636+00:00","id":1250,"links":{},"metadata":{"_buckets":{"deposit":"7c61854b-8f1b-4c1d-925c-98a5378ac3dc"},"_deposit":{"created_by":3,"id":"1250","owners":[3],"pid":{"revision_id":0,"type":"depid","value":"1250"},"status":"published"},"_oai":{"id":"oai:edo.repo.nii.ac.jp:00001250","sets":["9:111"]},"author_link":["1661"],"control_number":"1250","item_1_biblio_info_14":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicIssueDates":{"bibliographicIssueDate":"2023-03-30","bibliographicIssueDateType":"Issued"},"bibliographicPageEnd":"4","bibliographicPageStart":"3","bibliographicVolumeNumber":"20","bibliographic_titles":[{"bibliographic_title":"Informatio : 江戸川大学の情報教育と環境","bibliographic_titleLang":"ja"},{"bibliographic_title":"Informatio","bibliographic_titleLang":"en"}]}]},"item_1_creator_6":{"attribute_name":"著者名(日)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"吉川, 肇子","creatorNameLang":"ja"},{"creatorName":"キッカワ, トシコ","creatorNameLang":"ja-Kana"}],"nameIdentifiers":[{"nameIdentifier":"1661","nameIdentifierScheme":"WEKO"}]}]},"item_1_description_1":{"attribute_name":"ページ属性","attribute_value_mlt":[{"subitem_description":"P(論文)","subitem_description_type":"Other"}]},"item_1_description_11":{"attribute_name":"抄録(日)","attribute_value_mlt":[{"subitem_description":"本稿では,教育におけるゲームの活用について述べた.まず,ゲーミング・シミュレーションという分野の簡単な定義を紹介した上で,教育的活用について検討した.ゲームによって学べることについては多様であるものの,本稿では,主に正解を学ぶこと,問題の構造を学ぶこと,問題意識の共有,感情体験について紹介した.次いで,ゲームで学ぶことの利点を3 点紹介する.それらは,自己効力感を持てる学習ツールであること,問題の構造が学べること,ゲームを作って学ぶことができることである.他方,ゲームが教育現場に導入されるにつれ,その学習効果に対する誤解も少なからず生まれているようにも思われる.それらのいくつかについて取りあげることによって,なぜゲームを教育に活用することが意義のあることなのかについて検討した.その鍵となるのは,「ゲームの勝利条件」であって,これを精査することが,より効果的なゲームの活用につながる.","subitem_description_type":"Other"}]},"item_1_publisher_19":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"江戸川大学","subitem_publisher_language":"ja"}]},"item_1_source_id_13":{"attribute_name":"雑誌書誌ID","attribute_value_mlt":[{"subitem_source_identifier":"AA11832237","subitem_source_identifier_type":"NCID"}]},"item_1_text_10":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_language":"en","subitem_text_value":"Keio University Faculty of Busines and Commerce"}]},"item_1_text_9":{"attribute_name":"著者所属(日)","attribute_value_mlt":[{"subitem_text_language":"ja","subitem_text_value":"慶應義塾大学商学部"}]},"item_files":{"attribute_name":"ファイル情報","attribute_type":"file","attribute_value_mlt":[{"accessrole":"open_date","date":[{"dateType":"Available","dateValue":"2023-06-12"}],"displaytype":"detail","filename":"IN2023-01.pdf","filesize":[{"value":"1.0 MB"}],"format":"application/pdf","licensetype":"license_note","mimetype":"application/pdf","url":{"label":"IN2023-01","url":"https://edo.repo.nii.ac.jp/record/1250/files/IN2023-01.pdf"},"version_id":"ca89aaed-57dc-4d3f-a2f2-5553ecfc8432"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ゲーミング・シミュレーション","subitem_subject_scheme":"Other"},{"subitem_subject":"ゲームによる学習","subitem_subject_scheme":"Other"},{"subitem_subject":"自己効力感","subitem_subject_scheme":"Other"},{"subitem_subject":"学習効果","subitem_subject_scheme":"Other"},{"subitem_subject":"勝利条件","subitem_subject_scheme":"Other"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourcetype":"departmental bulletin paper","resourceuri":"http://purl.org/coar/resource_type/c_6501"}]},"item_title":"教育とゲーミング","item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"教育とゲーミング","subitem_title_language":"ja"},{"subitem_title":"Education and Gaming","subitem_title_language":"en"}]},"item_type_id":"1","owner":"3","path":["111"],"pubdate":{"attribute_name":"PubDate","attribute_value":"2023-06-12"},"publish_date":"2023-06-12","publish_status":"0","recid":"1250","relation_version_is_last":true,"title":["教育とゲーミング"],"weko_creator_id":"3","weko_shared_id":-1},"updated":"2024-07-15T07:59:41.758317+00:00"}