Transactions of Japanese Society for Information and Systems in Education
Online ISSN : 2188-0980
Print ISSN : 1341-4135
ISSN-L : 1341-4135
Volume 26, Issue 3
Displaying 1-10 of 10 articles from this issue
Preface
Original Papers
  • Yoshiki Nakamura, Katsuhiro Sakamoto
    2009 Volume 26 Issue 3 Pages 227-239
    Published: September 30, 2009
    Released on J-STAGE: March 25, 2019
    JOURNAL FREE ACCESS

    Manufacturing companies have many problems such as the correspondence to the diversification of consumer needs, reduced in the stock, and so on. Solving those problems, supply chain management (SCM) is said to be useful concept to be introduced. For this reason, this study is considered to make educational SCM simulation include the concept of balanced scorecard (BSC).

    SCM simulator composed of the markets, retailers, makers, suppliers and that comprise a chain be coordinated. The learner becomes the decision-maker of each section in the manufacturer and repeats decision makings with keeping thinking about the strategic target and capital investment, etc. Moreover, the simulator would be introduced the concept of BSC to transmit the word by doing to the learner group.

    To evaluate the developed simulator, the graduate student experienced experimentally. As a result, it was able to be confirmed that the learner could be understood the concept of SCM and BSC.

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  • Shin’ichi Tsumori, Kenji Kaijiri
    2009 Volume 26 Issue 3 Pages 240-251
    Published: September 30, 2009
    Released on J-STAGE: March 25, 2019
    JOURNAL FREE ACCESS

    The purpose of this research is to propose a method for generating multiple-choice questions with adapted level of difficulty automatically. Multiple-choice question is suitable for confirming knowledge like the relation of the name of a word and its property, though it is hardly used in order to confirm in-depth knowledge with an analogy. Moreover, it is often used for the large-scale examination because of its high objectivity and its easiness of mechanical grading. We aim to materialize a question generator for students who will take qualifying / certificate examinations to experience many questions adapted to students’ understanding. As multiple-choice questions can be based on the fixed forms by question sentences, it is easy to generate questions mechanically using a database for term about “computer” domain. In addition, it is possible to control the difficulty of multiple-choice questions by selecting alternatives. In this paper, a method to generate multiple-choice questions, a system to generate questions automatically, and an evaluation of this system are discussed.

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  • Osamu Koshiyama, Atsushi Yoshikawa, Takao Terano
    2009 Volume 26 Issue 3 Pages 252-263
    Published: September 30, 2009
    Released on J-STAGE: March 25, 2019
    JOURNAL FREE ACCESS

    This paper describes the experimental analysis to evaluate business game learners’ understandings. For the purpose, we have carried out intensive experiments to record and analyze what learners have understood from business gaming practice. We utilize (1) the methods of recording decisions of each round and visual screens referred during the games, (2) protocol analysis of the utterance of players, and (3) performance sheet, or paper testing, to extract learners' understanding levels. The main results are that for players, player teams, and a game designer, the proposed method is applicable to business training games with computer-support.

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Practical Papers
  • Toshiyuki Matsumoto, Takayuki Shibuya, Jun Kobayashi
    2009 Volume 26 Issue 3 Pages 264-272
    Published: September 30, 2009
    Released on J-STAGE: March 25, 2019
    JOURNAL FREE ACCESS

    Refuse problem is one of familiar environmental problems. It is necessary to segregate refuse properly according to whether it should be recycled or not in order to reduce amount of refuse. For the purpose, it is necessary for individuals to learn about proper knowledge for refuse segregation. This study thus aims to develop a computer game for refuse segregation which enables to be accommodated in national self-governing bodies as a case of environmental education. This computer game is type of dropping and guiding game with simple handling and can be accommodated easily for a self-governing body by inputting data for sorts of refuse or number of segregation. Experimental testing of the game was conducted as subjects of 114 elementary school students. As for 20 refuses segregation test, 16.7 refuses were answered correctly, and after the experiment, the number went up to 19.2. According to the questionnaires, the 80% of students answered that they could learn the refuse segregation pleasantly. It is thus possible to conclude that validity of the game was verified.

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  • Kiyoshi Nakabayashi, Tsuyoshi Kumazawa, Hiroshi Miyauchi, Kouichi Yuka ...
    2009 Volume 26 Issue 3 Pages 273-283
    Published: September 30, 2009
    Released on J-STAGE: March 25, 2019
    JOURNAL FREE ACCESS

    This paper discusses the SCORM specification dissemination status in Japan by means of questionnaire survey for SCORM assessors. The survey has been conducted concerning three issues; (1) purposes of SCORM utilization and effects of SCORM assessor program, (2) merits of SCORM specification and the interoperability trouble, and (3) needs for SCORM 2004 specification. In terms of the first issue, SCORM assessor program is effective not very much for ready-made content distribution but for establishing a trustful relationship with customers. For the second issue, the expected merits of SCORM specification are well recognized by the SCORM assessors but these merits are not effective in the actual situation due to the existence of interoperability troubles. Concerning the third issue, there are high demands for SCORM 2004 specification promotion and the corresponding assessor program.

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  • Mika Imai, Yasushi Fuwa, Junya Yamashita, Hisayoshi Kunimune, Masaaki ...
    2009 Volume 26 Issue 3 Pages 284-297
    Published: September 30, 2009
    Released on J-STAGE: March 25, 2019
    JOURNAL FREE ACCESS

    In remote self-learning systems using e-Learning for working students, one problem is the difficulty of maintaining motivation for learning. Small learning setbacks and the stress of work can decrease motivation for learning and extend periods of putting off studies. A support and advice system for adult students of distance learning which can detect such situations early on is essential to establish quality assurance for adult students. At Shinshu University Graduate School on the Internet, we have achieved some positive results by providing various types of support since 2002, but there have also been problems regarding support for individual students. Based on this previous experience, this paper proposes, implements and evaluates new approaches to distance learning support for individual working students which more actively utilizes the characteristics of e-Learning. Proposed approaches are shown to be of useful especially for maintaining motivation for learning.

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