{"created":"2023-06-20T15:54:49.569543+00:00","id":1374,"links":{},"metadata":{"_buckets":{"deposit":"5ff098f1-89b2-45a8-a4f4-f9f9b38030a6"},"_deposit":{"created_by":4,"id":"1374","owners":[4],"pid":{"revision_id":0,"type":"depid","value":"1374"},"status":"published"},"_oai":{"id":"oai:jin-ai.repo.nii.ac.jp:00001374","sets":["6:98"]},"author_link":["3815","3814"],"item_10002_biblio_info_7":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicIssueDates":{"bibliographicIssueDate":"2022-07-31","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"2","bibliographicPageEnd":"66","bibliographicPageStart":"47","bibliographic_titles":[{"bibliographic_title":"子ども教育学科論集"}]}]},"item_10002_description_5":{"attribute_name":"抄録","attribute_value_mlt":[{"subitem_description":"本研究の目的は, 「アンプラグドプログラミング」に着目し, 児童が楽しくプログラミングに関する資質・能力を育むことができる授業構成や指導方法を明確にすることである. そこで, 小学3年生を対象として, 「総合的な学習の時間」と「算数科」において, 演劇的手法を用いながら, 前者ではアンプラグドプログラミングの絵本を取りあげ, プログラミング的思考の基礎を楽しく学習し, 後者では, 二等辺三角形の作図についてプログラミング的思考を深めるよう授業を展開し, 授業前後のアンケート調査によって, その効果を検討した. \n その結果, 絵本や演劇的手法を用いることで, 児童がより楽しく算数やプログラミングの学習に取り組めること, アンプラグドプログラミングによって, プログラミング的思考を深めたり, プログラミングに興味を持ったりすることに繋がることが明らかになった.\n","subitem_description_type":"Abstract"}]},"item_10002_identifier_registration":{"attribute_name":"ID登録","attribute_value_mlt":[{"subitem_identifier_reg_text":"10.57426/00001365","subitem_identifier_reg_type":"JaLC"}]},"item_10002_publisher_8":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"仁愛大学人間生活学部子ども教育学科"}]},"item_10002_source_id_9":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"24365130","subitem_source_identifier_type":"ISSN"}]},"item_creator":{"attribute_name":"著者","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"大井, 萌衣"}],"nameIdentifiers":[{"nameIdentifier":"3814","nameIdentifierScheme":"WEKO"}]},{"creatorNames":[{"creatorName":"伊禮, 三之"},{"creatorName":"イレイ, ミツユキ","creatorNameLang":"ja-Kana"}],"nameIdentifiers":[{"nameIdentifier":"3815","nameIdentifierScheme":"WEKO"}]}]},"item_files":{"attribute_name":"ファイル情報","attribute_type":"file","attribute_value_mlt":[{"accessrole":"open_date","date":[{"dateType":"Available","dateValue":"2023-01-17"}],"displaytype":"detail","filename":"Cv2-p47-66.pdf","filesize":[{"value":"8.2 MB"}],"format":"application/pdf","licensetype":"license_note","mimetype":"application/pdf","url":{"label":"Cv2-p47-66","url":"https://jin-ai.repo.nii.ac.jp/record/1374/files/Cv2-p47-66.pdf"},"version_id":"4e55d147-1f51-4d51-bd4e-c314d1f03a05"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"アンプラグドプログラミング","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"プログラミング的思考","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"総合的な学習の時間","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"算数","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"演劇的手法","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"楽しい授業","subitem_subject_language":"en","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":"アンプラグドプログラミングの効果的な活用法―演劇的手法で楽しく学ぶプログラミング―","item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"アンプラグドプログラミングの効果的な活用法―演劇的手法で楽しく学ぶプログラミング―"}]},"item_type_id":"10002","owner":"4","path":["98"],"pubdate":{"attribute_name":"公開日","attribute_value":"2023-01-17"},"publish_date":"2023-01-17","publish_status":"0","recid":"1374","relation_version_is_last":true,"title":["アンプラグドプログラミングの効果的な活用法―演劇的手法で楽しく学ぶプログラミング―"],"weko_creator_id":"4","weko_shared_id":-1},"updated":"2023-06-20T16:04:00.677212+00:00"}