著者
江本 理恵
出版者
教育システム情報学会
雑誌
教育システム情報学会誌 (ISSN:13414135)
巻号頁・発行日
vol.32, no.1, pp.111-122, 2015-01-01 (Released:2015-01-21)
参考文献数
13

We have been running a learning management system called “In Assistant” at Iwate University since 2007 and users have been steadily increasing. This paper examines requirements for large-scale and sustainable operation of such learning management systems. In addition to developing systems in response to some observations made from preceding cases, the committee in charge of faculty development have engaged in development and management of this “In Assistant” system. Thus, we set the aim of this system to be for faculty development and dedicated to providing trainings for users to promote their understanding. As a result, we identified that the sustainable management of this system requires not only the functions given to the system but also building user support mechanisms including continuous trainings for users, especially targeting new users.
著者
Akira Sano
出版者
教育システム情報学会
雑誌
The Journal of Information and Systems in Education (ISSN:1348236X)
巻号頁・発行日
vol.10, no.1, pp.32-38, 2012-03-30 (Released:2012-07-18)
参考文献数
17
被引用文献数
1

Despite many Augmented Reality (AR) applications and development environments in existence today, almost all require 3D modeling skills in content creation. The purpose of this work is the development of a Web application that enables users to create real-size AR content without 3D modeling skills or software. The developed experimental system allows for the creation of real-size AR content using captured images via a Web application. Twenty-two out of twenty-four individuals who tested the experimental system were able to successfully create AR content. The experimental system was concluded to enable users to create AR content without 3D modeling skills.
著者
長谷川 忍 高橋 咲江 柏原 昭博
出版者
教育システム情報学会
雑誌
教育システム情報学会誌 (ISSN:13414135)
巻号頁・発行日
vol.27, no.2, pp.199-210, 2010
被引用文献数
2

<p>The main topic addressed in this paper is to support university students who start their job-hunting activities by sharing information of job-hunting and work experiences their old boys/girls in the same department had. However, it is not so easy for the students to obtain information concerning such experiences since there are few opportunities to make personal connections with their old boys/girls. In order to resolve this issue, we had developed a SNS (Social Networking Service) system, which helps students gather informal and experiential information. It includes two main services as follows: one is to gather information concerning job-hunting and work experiences from the old boys/girls by means of a theme blog service, and the other is to make personal connections between the students and old boys/girls by means of a search engine and a tracer that allow the students to find informative blog entries contributed by the old boys/girls. This paper demonstrates the SNS system, and reports a preliminary case study in a laboratory scale. The results of the case study suggest that the system enables the old boys/girls to write down their informal experiences with the theme blog, and that the system allows the students to have instructive information from the blog entries via the tracer.</p>
著者
小室 達哉 松本 俊之
出版者
教育システム情報学会
雑誌
教育システム情報学会誌 (ISSN:13414135)
巻号頁・発行日
vol.26, no.4, pp.339-348, 2009

<p>Environmental problems are becoming serious by human economic activities. With international concern about global warming problem, the Kyoto protocol was adopted in 1997. It is necessary for human who has been facing environmental problems to build a sustainable society in which economic activities coexist with nature. To realize such goals, it is essential to promote and enhance environmental education which enables to learn the importance of balance between environment and economy. This study thus aims to develop a board game メEcopolyモ based on the Kyoto protocol and the estate dealings game. The game enables to learn relationship between environmental problems and their economic activities and to get knowledge of environmental problems by 61 event cards. Experimental testing of the game was conducted as subjects of 25 high school students. As for 10 quizzes on environmental problems, 4.1 of the questions were answered correctly, and after the experiment, the number went up to 7.2. According to the questionnaires, all students answered they recognized the importance of balancing environment and economy. It is thus possible to conclude that validity of the game in terms of environmental education was verified.</p>