Japan Journal of Educational Technology
Online ISSN : 2432-6038
Print ISSN : 0385-5236
Volume 22, Issue 4
Displaying 1-13 of 13 articles from this issue
  • Article type: Cover
    1999 Volume 22 Issue 4 Pages Cover1-
    Published: March 20, 1999
    Released on J-STAGE: October 20, 2017
    JOURNAL FREE ACCESS
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  • Article type: Cover
    1999 Volume 22 Issue 4 Pages Cover2-
    Published: March 20, 1999
    Released on J-STAGE: October 20, 2017
    JOURNAL FREE ACCESS
    Download PDF (29K)
  • Article type: Appendix
    1999 Volume 22 Issue 4 Pages App1-
    Published: March 20, 1999
    Released on J-STAGE: October 20, 2017
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  • Noboru SAITO, Syoji NAKAURA
    Article type: Article
    1999 Volume 22 Issue 4 Pages 215-225
    Published: March 20, 1999
    Released on J-STAGE: October 20, 2017
    JOURNAL FREE ACCESS
    In the development of an individualized learning system that uses a computer, it is very important to be able to select and give a problem according to each student's ability. This paper proposes a new problem selection method which gives each student problems that are appropriate for their level. This new method is constructed by the following : 1) The technique of marking partial points to the answer of a problem. 2) The technique of calculating an extension of learning points having to do with a series in time. 3) The technique of breaking off the number of learning points which is used to calculate the extension of learning points. 4) The technique of calculating a score by taking account of the average points with an extension of learning points. 5) The technique of selecting the optimal problem level to give a student the next time on the basis of the general score. This method has the following characteristics : 1) It takes into account the change in learning points in calculating the extension of learning points. 2) It gives each student problems based on his level.
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  • Makoto ISHIKAWA, Eiichiro NOJIMA
    Article type: Article
    1999 Volume 22 Issue 4 Pages 227-238
    Published: March 20, 1999
    Released on J-STAGE: October 20, 2017
    JOURNAL FREE ACCESS
    The purpose of this study is to clarify the effect of adding the partner's facial image to the CSCW (Computer-Supported Cooperative Work) during the task of cooperative-competitive works in prisoner's dilemma games. We adopted two types of games : one is the game which always increases the accumulated scores, and the other is the one which may decrease those scores. The results show that the addition of the partner's facial image increases more cooperative behavior in the latter type of games. This effect was not shown in the former type. Moreover, the cooperative behavior decreased in the former type, on the contrary, whether or not there was the addition of the facial image.
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  • Masayoshi YANAGISAWA, Kanji AKAHORI
    Article type: Article
    1999 Volume 22 Issue 4 Pages 239-249
    Published: March 20, 1999
    Released on J-STAGE: October 20, 2017
    JOURNAL FREE ACCESS
    It is desirable to clarify the impact and necessity of detailed information in the image as the expression of CG and VR becomes closer to reality or 'hyper real'. In this research, the influence of Photographic Reality is examined. Although this has been investigated by various methods, the research focusing on cognitive processing are few in number. In this experiment, the subjects were observed at the action level so as to find out how they inquire about a real world by using the spatial representation in the VR environment. To accomplish this, two systems of interactive Virtual Campus were constructed using the panorama technology that is one of the techniques of VRML. In the first, a CG Environment was generated with CG having low Photographic Reality. In the other, a Photo Environment was generated with Photograph having high Photographic Reality. After going through these Virtual Campuses, the subjects were asked to identify checkpoints inside the Real Campus. The difference of spatial representation and inquiry strategy which the subjects cognized was clarified by studying the record of actions using protocol analysis. It is difficult to obtain effective information without a schema from Photo Environment. There is no Cognitive Load caused by detail information in the CG Environment, therefore, subjects easily grasp the structure and also can use an effective strategy in order to accomplish the task.
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  • Article type: Index
    1999 Volume 22 Issue 4 Pages 279-
    Published: March 20, 1999
    Released on J-STAGE: October 20, 2017
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  • Article type: Index
    1999 Volume 22 Issue 4 Pages 280-
    Published: March 20, 1999
    Released on J-STAGE: October 20, 2017
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    Download PDF (97K)
  • Article type: Appendix
    1999 Volume 22 Issue 4 Pages App2-
    Published: March 20, 1999
    Released on J-STAGE: October 20, 2017
    JOURNAL FREE ACCESS
    Download PDF (19K)
  • Article type: Appendix
    1999 Volume 22 Issue 4 Pages App3-
    Published: March 20, 1999
    Released on J-STAGE: October 20, 2017
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    Download PDF (87K)
  • Article type: Appendix
    1999 Volume 22 Issue 4 Pages App4-
    Published: March 20, 1999
    Released on J-STAGE: October 20, 2017
    JOURNAL FREE ACCESS
    Download PDF (100K)
  • Article type: Cover
    1999 Volume 22 Issue 4 Pages Cover3-
    Published: March 20, 1999
    Released on J-STAGE: October 20, 2017
    JOURNAL FREE ACCESS
    Download PDF (36K)
  • Article type: Cover
    1999 Volume 22 Issue 4 Pages Cover4-
    Published: March 20, 1999
    Released on J-STAGE: October 20, 2017
    JOURNAL FREE ACCESS
    Download PDF (36K)
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