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ビデオゲームの制作技術を基盤とした「学習」の再デザインに関する研究
https://kobe-du.repo.nii.ac.jp/records/279.1
https://kobe-du.repo.nii.ac.jp/records/279.19c449d42-f113-4f2c-b545-fd5962753dda
名前 / ファイル | ライセンス | アクション |
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3_ouchi_2020.pdf (628.3 kB)
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Item type | 紀要論文 / Departmental Bulletin Paper(1) | |||||
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公開日 | 2020-11-25 | |||||
タイトル | ||||||
タイトル | ビデオゲームの制作技術を基盤とした「学習」の再デザインに関する研究 | |||||
タイトル | ||||||
言語 | en | |||||
タイトル | A STUDY ON THE DESIGN OF "LEARNING" BASED ON VIDEO GAME PRODUCTION TECHNOLOGY | |||||
言語 | ||||||
言語 | jpn | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | ビデオゲーム | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | 制作技術 | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | 学習 | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | 再デザイン | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | Video games | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | Production technology | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | Learning | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | Redesign | |||||
資源タイプ | ||||||
資源タイプ識別子 | http://purl.org/coar/resource_type/c_6501 | |||||
資源タイプ | departmental bulletin paper | |||||
著者 |
大内, 克哉
× 大内, 克哉× 橋本, 英治× 榮元, 正博× 尹, 智博× 小山, 明 |
|||||
著者別名 |
OUCHI, Katsuya
× OUCHI, Katsuya× HASHIMOTO, Eiji× EIGEN, Masahiro× YOON, Jibak× KOYAMA, Akira |
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要旨 | ||||||
内容記述タイプ | Other | |||||
内容記述 | ビデオゲームには「遊び」の要素と並行して、人間にとって有用な「学習」の要素が含まれていると考えられる。本研究は、このリテラシーを他分野の「学習」に置き換えることが可能かどうかを実験を通して検証した上で、ゲーム制作技術を教育領域の学習支援システムの再構築に応用することを目的とする。 ビデオゲームの領域においてはプレイヤーの習熟曲線に合わせた学習方法が確立している。本研究では、学習が必要な他分野の例の一つとして音楽領域に注目し、ビデオゲームの学習方法を応用することで、楽器演奏の「難しさ」の前に「楽しさ」を体験出来る補助装置の作成を目指す。研究はゲームクリエイター、ヨコオタロウ氏と協力して進めた。 |
|||||
Summary | ||||||
内容記述タイプ | Other | |||||
内容記述 | It is considered that video games include an element of "learning" which is useful for humans, in addition to the element of "play". The purpose of this study is to verify whether it is possible to replace this literacy in a form that can be applied to "learning" in other fields through experiments, and to apply game production technology to the reconstruction of learning support systems in the educational domain. In the field of video games, learning methods that match the learning curve of players have been established. In this research, we focus on the area of music as an example of other fields that need learning, and aim to create an auxiliary device which can experience "fun" before "difficulty" of music performance by applying the learning method of video games. The research was conducted in collaboration with game creator YOKO TARO |
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書誌情報 |
芸術工学2020 発行日 2020-11-25 |
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出版者 | ||||||
出版者 | 神戸芸術工科大学 |