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[Keyword] school(5hit)

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  • Analyzing the Effect of Museum Practice by Using a Multi-Mouse Quiz among Children from Different Grades — A Reflection Perspective Open Access

    Juan ZHOU  Mikihiko MORI  Hajime KITA  

     
    INVITED PAPER

      Vol:
    E102-C No:11
      Page(s):
    771-779

    Multi-Mouse Quiz (MMQ) is a quiz application based on the Single Display Groupware (SDG)[1] concept through which several users can answer quizzes by sharing a computer to take the quiz in a classroom or any other learning environment. We conducted a practice, where we used the MMQ to support collaborative learning, which was combined with a museum visit. In the previous research, we found that the 3rd-grade children were able to operate the MMQ without any special assistance from the researchers, and that their use of the MMQ was characterized by high engagement[2]. In this study, we also conducted qualitative evaluation in the form of observation data and a free description of the questionnaire; we found that, compared to previous studies, which used MMQ with 6th-grade children, the 3rd-grade were more willing to use body language to express their emotions, and this tendency made the whole class more active. Furthermore, MMQ quiz learning inspired children with reflection perspectives to participate in the museum activity and activities in the computer room.

  • An Investigation of Learner's Actions in Posing Arithmetic Word Problem on an Interactive Learning Environment

    Ahmad Afif SUPIANTO  Yusuke HAYASHI  Tsukasa HIRASHIMA  

     
    LETTER-Educational Technology

      Pubricized:
    2017/07/28
      Vol:
    E100-D No:11
      Page(s):
    2725-2728

    This study investigates whether learners consider constraints while posing arithmetic word problems. Through log data from an interactive learning environment, we analyzed actions of 39 first grade elementary school students and conducted correlation analysis between the frequency of actions and validity of actions. The results show that the learners consider constraints while posing arithmetic word problems.

  • Generating Questions for Inquiry-Based Learning of History in Elementary Schools by Using Stereoscopic 3D Images Open Access

    Takashi SHIBATA  Kazunori SATO  Ryohei IKEJIRI  

     
    INVITED PAPER

      Vol:
    E100-C No:11
      Page(s):
    1012-1020

    We conducted experimental classes in an elementary school to examine how the advantages of using stereoscopic 3D images could be applied in education. More specifically, we selected a unit of the Tumulus period in Japan for sixth-graders as the source of our 3D educational materials. This unit represents part of the coursework for the topic of Japanese history. The educational materials used in our study included stereoscopic 3D images for examining the stone chambers and Haniwa (i.e., terracotta clay figures) of the Tumulus period. The results of our experimental class showed that 3D educational materials helped students focus on specific parts in images such as attached objects of the Haniwa and also understand 3D spaces and concavo-convex shapes. The experimental class revealed that 3D educational materials also helped students come up with novel questions regarding attached objects of the Haniwa, and Haniwa's spatial balance and spatial alignment. The results suggest that the educational use of stereoscopic 3D images is worthwhile in that they lead to question and hypothesis generation and an inquiry-based learning approach to history.

  • A Development of Game-Based Learning Environment to Activate Interaction among Learners

    Ryo TAKAOKA  Masayuki SHIMOKAWA  Toshio OKAMOTO  

     
    PAPER

      Vol:
    E95-D No:4
      Page(s):
    911-920

    Many studies and systems that incorporate elements such as “pleasure” and “fun” in the game to improve a learner's motivation have been developed in the field of learning environments. However, few are the studies of situations where many learners gather at a single computer and participate in a game-based learning environment (GBLE), and where the GBLE designs the learning process by controlling the interactions between learners such as competition, collaboration, and learning by teaching. Therefore, the purpose of this study is to propose a framework of educational control that induces and activates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of each learner. In this paper, we explain the design philosophy and the framework of our GBLE called “Who becomes the king in the country of mathematics?” from a game viewpoint and describe the method of learning support control in the learning environment. In addition, we report the results of the learning experiment with our GBLE, which we carried out in a junior high school, and include some comments by a principal and a teacher. From the results of the experiment and some comments, we noticed that a game may play a significant role in weakening the learning relationship among students and creating new relationships in the world of the game. Furthermore, we discovered that learning support control of the GBLE has led to activation of the interaction between learners to some extent.

  • An IEEE802.15.4-Based System for Locating Children on Their School Commutes

    Akihiko SUGIURA  Ryoichi BABA  Hideyuki KOBAYASHI  

     
    PAPER-Mobile Information Network and Personal Communications

      Vol:
    E93-A No:5
      Page(s):
    950-957

    With the increasing number of crimes and accidents in which children are becoming involved, there is a growing demand for devices to safeguard children's security by detecting their locations on their way to and from school. This paper proposes a system that uses an IEEE802.15.4-standard network to detect children's locations. To overcome the susceptibility of radio interference from nearby wireless LANs, frequency division multiplexing is applied to this IEEE802.15.4-based network, toward improving data acquisition from terminal units. The effectiveness of the system was field-tested with elementary school students who used about 400 IEEE 802.15.4-compliant terminal units. An experiment verified that the use of frequency division multiplexing in an environment where radio interference by wireless LANs is strong allowed the network to double the success rate of information communication from terminal units relative to that without frequency division multiplexing. In the experiment for detecting elementary schoolers' arrival at and departure from school, the terminal detection rate was 99% and the terminal detection rate on the designated school routes was 90%. These results prove the effectiveness of the system in detecting locations.

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