{"created":"2023-06-19T07:22:28.036384+00:00","id":798,"links":{},"metadata":{"_buckets":{"deposit":"398f39e3-366f-4532-b259-0a2a177775cf"},"_deposit":{"created_by":12,"id":"798","owners":[12],"pid":{"revision_id":0,"type":"depid","value":"798"},"status":"published"},"_oai":{"id":"oai:miyazaki-mu.repo.nii.ac.jp:00000798","sets":["11:37"]},"author_link":[],"item_1_biblio_info_14":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicIssueDates":{"bibliographicIssueDate":"2014-03-07","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicPageEnd":"34","bibliographicPageStart":"19","bibliographicVolumeNumber":"21","bibliographic_titles":[{"bibliographic_title":"宮崎公立大学人文学部紀要","bibliographic_titleLang":"ja"},{"bibliographic_title":"Bulletin of Miyazaki Municipal University Faculty of Humanities","bibliographic_titleLang":"en"}]}]},"item_1_creator_6":{"attribute_name":"著者名(日)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"李, 善愛","creatorNameLang":"ja"},{"creatorName":"イ, ソンエ","creatorNameLang":"ja-Kana"},{"creatorName":"II, Sunae","creatorNameLang":"en"}]},{"creatorNames":[{"creatorName":"山下, 藍","creatorNameLang":"ja"},{"creatorName":"ヤマシタ, アイ","creatorNameLang":"ja-Kana"},{"creatorName":"YAMASHITA, Ai","creatorNameLang":"en"}]}]},"item_1_description_11":{"attribute_name":"抄録(日)","attribute_value_mlt":[{"subitem_description":"本論では、受講学生の動機づけと学習効果向上のためゲーミフィケーションに着目し、「ポイント付与」と「スコア表示」に焦点を当て、学習効果と動機づけにおける影響について明らかにした。現在使われている韓国語教材は、本学の教育環境や学習目標等が十分に考慮されていないため、受講学生のモチベーションを維持し、学習効果を向上させるには限界がある。そこで授業活動での検証結果を基に、ゲーミフィケーション要素を見直し、今後、授業活動を支える新たな韓国語教材を開発する上での留意点について論じる。","subitem_description_language":"ja","subitem_description_type":"Other"}]},"item_1_source_id_13":{"attribute_name":"雑誌書誌ID","attribute_value_mlt":[{"subitem_source_identifier":"AN10457429","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":"Miyazaki Municipal University Faculty of Humanities"},{"subitem_text_language":"en","subitem_text_value":"Miyazaki Municipal University Faculty of Humanities"}]},"item_1_text_2":{"attribute_name":"記事種別(日)","attribute_value_mlt":[{"subitem_text_language":"ja","subitem_text_value":"論文"}]},"item_1_text_3":{"attribute_name":"記事種別(英)","attribute_value_mlt":[{"subitem_text_language":"en","subitem_text_value":"Article"}]},"item_1_text_9":{"attribute_name":"著者所属(日)","attribute_value_mlt":[{"subitem_text_language":"ja","subitem_text_value":"宮崎公立大学人文学部"},{"subitem_text_language":"ja","subitem_text_value":"宮崎公立大学人文学部"}]},"item_files":{"attribute_name":"ファイル情報","attribute_type":"file","attribute_value_mlt":[{"accessrole":"open_date","date":[{"dateType":"Available","dateValue":"2014-04-25"}],"displaytype":"detail","filename":"21(1)_004_II.pdf","filesize":[{"value":"2.6 MB"}],"format":"application/pdf","licensetype":"license_11","mimetype":"application/pdf","url":{"label":"21(1)_004_II","url":"https://miyazaki-mu.repo.nii.ac.jp/record/798/files/21(1)_004_II.pdf"},"version_id":"a7a2c259-f2b9-4231-a868-f21de3d7b882"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"韓国語教育","subitem_subject_scheme":"Other"},{"subitem_subject":"授業活動","subitem_subject_scheme":"Other"},{"subitem_subject":"ゲーミフィケーション","subitem_subject_scheme":"Other"},{"subitem_subject":"ポイント付与・表示","subitem_subject_scheme":"Other"},{"subitem_subject":"教材開発","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":"ゲーミフィケーションが韓国語授業に与える影響―新たな韓国語教材の開発を目指して―","item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ゲーミフィケーションが韓国語授業に与える影響―新たな韓国語教材の開発を目指して―","subitem_title_language":"ja"},{"subitem_title":"Effect of Gamification Has on the Korean Class - Development of New Korean Materials -","subitem_title_language":"en"}]},"item_type_id":"1","owner":"12","path":["37"],"pubdate":{"attribute_name":"PubDate","attribute_value":"2014-03-07"},"publish_date":"2014-03-07","publish_status":"0","recid":"798","relation_version_is_last":true,"title":["ゲーミフィケーションが韓国語授業に与える影響―新たな韓国語教材の開発を目指して―"],"weko_creator_id":"12","weko_shared_id":-1},"updated":"2023-07-25T08:20:22.288054+00:00"}