<?xml version="1.0" encoding="Windows-31J"?>
<ArticleSet xmlns="http://www.openarchives.org/OAI/2.0/">
  <Article>
    <Journal>
      <PublisherName/>
      <JournalTitle>Acta Medica Okayama</JournalTitle>
      <Issn/>
      <Volume/>
      <Issue/>
      <PubDate PubStatus="ppublish">
        <Year>2014</Year>
        <Month/>
      </PubDate>
    </Journal>
    <ArticleTitle>Learning computer science by watching video games</ArticleTitle>
    <FirstPage LZero="delete">134</FirstPage>
    <LastPage>135</LastPage>
    <Language>EN</Language>
    <AuthorList>
      <Author>
        <FirstName EmptyYN="N">Hiroyuki</FirstName>
        <LastName>Nagataki</LastName>
        <Affiliation/>
      </Author>
    </AuthorList>
    <PublicationType/>
    <ArticleIdList>
      <ArticleId IdType="doi"/>
    </ArticleIdList>
    <Abstract>This paper proposes a teaching method that utilizes video games in computer science education. The primary characteristic of this approach is that it utilizes video games as observational materials. The underlying idea is that by observing the computational behavior of a wide variety of video games, learners will easily grasp the fundamental architecture, theory, and technology of computers. The results of a case study conducted indicate that the method enhances the motivation of students for deeper learning of computer science concepts.</Abstract>
    <CoiStatement>No potential conflict of interest relevant to this article was reported.</CoiStatement>
    <ObjectList>
      <Object Type="keyword">
        <Param Name="value">Computer science education</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">general education</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">practices</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">video games</Param>
      </Object>
    </ObjectList>
    <ReferenceList/>
  </Article>
  <Article>
    <Journal>
      <PublisherName/>
      <JournalTitle>Acta Medica Okayama</JournalTitle>
      <Issn/>
      <Volume/>
      <Issue/>
      <PubDate PubStatus="ppublish">
        <Year>2013</Year>
        <Month/>
      </PubDate>
    </Journal>
    <ArticleTitle>A Visual Learning Tool for Database Operation</ArticleTitle>
    <FirstPage LZero="delete">39</FirstPage>
    <LastPage>40</LastPage>
    <Language>EN</Language>
    <AuthorList>
      <Author>
        <FirstName EmptyYN="N">Hiroyuki</FirstName>
        <LastName>Nagataki</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Yoshiaki</FirstName>
        <LastName>Nakano</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Midori</FirstName>
        <LastName>Nobe</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Tatsuya</FirstName>
        <LastName>Tohyama</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Susumu</FirstName>
        <LastName>Kanemune</LastName>
        <Affiliation/>
      </Author>
    </AuthorList>
    <PublicationType/>
    <ArticleIdList>
      <ArticleId IdType="doi"/>
    </ArticleIdList>
    <Abstract>In this paper we propose sAccess, a web-based learning tool
for database education. It focuses on introductory computer
science education for high school and college. sAccess has
an easy-to-use query interface for manipulating databases.
Using this tool, students can learn the fundamental knowl-
edge of relational database practically. In this paper, we
will explain the overview of design and implementation of
sAccess.</Abstract>
    <CoiStatement>No potential conflict of interest relevant to this article was reported.</CoiStatement>
    <ObjectList>
      <Object Type="keyword">
        <Param Name="value">database</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">web-based learning tool</Param>
      </Object>
    </ObjectList>
    <ReferenceList/>
  </Article>
  <Article>
    <Journal>
      <PublisherName>一般社団法人情報処理学会</PublisherName>
      <JournalTitle>Acta Medica Okayama</JournalTitle>
      <Issn>1882-7764</Issn>
      <Volume>55</Volume>
      <Issue>1</Issue>
      <PubDate PubStatus="ppublish">
        <Year>2014</Year>
        <Month/>
      </PubDate>
    </Journal>
    <ArticleTitle>データベース操作の学習が可能なオンライン学習教材の提案</ArticleTitle>
    <FirstPage LZero="delete">2</FirstPage>
    <LastPage>15</LastPage>
    <Language>EN</Language>
    <AuthorList>
      <Author>
        <FirstName EmptyYN="N">Hiroyuki</FirstName>
        <LastName>Nagataki</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Yoshiaki</FirstName>
        <LastName>Nakano</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Midori</FirstName>
        <LastName>Nobe</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Susumu</FirstName>
        <LastName>Kanemune</LastName>
        <Affiliation/>
      </Author>
    </AuthorList>
    <PublicationType/>
    <ArticleIdList>
      <ArticleId IdType="doi"/>
    </ArticleIdList>
    <Abstract>リレーショナルデータベースに対する問合せ処理を,ウェブブラウザ上から対話的に操作できるオンライン学習教材sAccessを開発した.特徴として,射影,選択,結合などリレーショナルデータベースの基本操作に1対1対応した操作体系や,それらの処理の前後のデータテーブルを画面上で確認しながら処理を進められる点があげられる.本論文では,主に高校の共通教科「情報」などの非情報系の学習者を対象とした情報教育において,データベース学習で必要になる要件を検討し,提案するsAccessの設計と実装について説明を行う.そのうえで,従来授業などでデータベース学習に用いられてきたツールとの比較を行うことで,sAccessの利点と課題について議論する.</Abstract>
    <CoiStatement>No potential conflict of interest relevant to this article was reported.</CoiStatement>
    <ObjectList>
      <Object Type="keyword">
        <Param Name="value">データベース教育</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">情報教育</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">リレーショナルデータベース</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">オンライン学習教材</Param>
      </Object>
    </ObjectList>
    <ReferenceList/>
  </Article>
  <Article>
    <Journal>
      <PublisherName>一般社団法人情報処理学会</PublisherName>
      <JournalTitle>Acta Medica Okayama</JournalTitle>
      <Issn>1882-7764</Issn>
      <Volume>54</Volume>
      <Issue>1</Issue>
      <PubDate PubStatus="ppublish">
        <Year>2013</Year>
        <Month/>
      </PubDate>
    </Journal>
    <ArticleTitle>コンピュータゲームを通して情報科学を概観する 一般情報教育の授業手法の提案と評価</ArticleTitle>
    <FirstPage LZero="delete">2</FirstPage>
    <LastPage>13</LastPage>
    <Language>EN</Language>
    <AuthorList>
      <Author>
        <FirstName EmptyYN="N">Hiroyuki</FirstName>
        <LastName>Nagataki</LastName>
        <Affiliation/>
      </Author>
    </AuthorList>
    <PublicationType/>
    <ArticleIdList>
      <ArticleId IdType="doi"/>
    </ArticleIdList>
    <Abstract>本論文では，一般情報教育における効果的な授業手法として，コンピュータゲームを積極的に授業資
料として用いる講義形式の授業手法を提案し，2 年間の実践とその結果について評価，考察を行う．本手
法は“教養としての情報科学” の理解促進を目指し，コンピュータゲームの様々な具体例を題材として情報
科学の学問的側面を概観することで“情報の科学的な理解” の効果的な促進を目指すものである．2010 年，
2011 年の2 年にわたる授業実践を通して，本科目が学習者の情報科学への興味を喚起する安定した効果が
あることを確認した．本論文では授業実践の評価に加え，情報教育へのゲームの活用についてその効果と
今後の課題について考察する．</Abstract>
    <CoiStatement>No potential conflict of interest relevant to this article was reported.</CoiStatement>
    <ObjectList>
      <Object Type="keyword">
        <Param Name="value">教養教育</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">情報教育</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">コンピュータゲーム</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">授業実践</Param>
      </Object>
    </ObjectList>
    <ReferenceList/>
  </Article>
  <Article>
    <Journal>
      <PublisherName/>
      <JournalTitle>Acta Medica Okayama</JournalTitle>
      <Issn/>
      <Volume/>
      <Issue/>
      <PubDate PubStatus="ppublish">
        <Year>2007</Year>
        <Month/>
      </PubDate>
    </Journal>
    <ArticleTitle>A Fault Injection Method for Generating Error-correction Exercises in Algorithm Learning</ArticleTitle>
    <FirstPage LZero="delete">200</FirstPage>
    <LastPage>205</LastPage>
    <Language>EN</Language>
    <AuthorList>
      <Author>
        <FirstName EmptyYN="N">Ryota</FirstName>
        <LastName>Itoh</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Hiroyuki</FirstName>
        <LastName>Nagataki</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Fukuhito</FirstName>
        <LastName>Ooshita</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Hirotsugu</FirstName>
        <LastName>Kakugawa</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Toshimitsu</FirstName>
        <LastName>Masuzawa</LastName>
        <Affiliation/>
      </Author>
    </AuthorList>
    <PublicationType/>
    <ArticleIdList>
      <ArticleId IdType="doi"/>
    </ArticleIdList>
    <Abstract>In this paper we propose a method for generating errorcorrection exercises for undergraduate students in computer science who learn algorithms. Our main goal is to inject faults automatically into a correct source code that implements an algorithm to be studied. The proposed method utilizes design paradigm of the algorithm to determine effective fault types and positions in
a source code.&lt;br&gt;
We have developed a prototype system and evaluated
the appropriateness of the generated exercises to algorithm study. We carried out error-correction exercises in an algorithm class, and most students evaluated that the exercises are effective for algorithm study.</Abstract>
    <CoiStatement>No potential conflict of interest relevant to this article was reported.</CoiStatement>
    <ObjectList/>
    <ReferenceList/>
  </Article>
  <Article>
    <Journal>
      <PublisherName>SciTePress</PublisherName>
      <JournalTitle>Acta Medica Okayama</JournalTitle>
      <Issn/>
      <Volume>1</Volume>
      <Issue/>
      <PubDate PubStatus="ppublish">
        <Year>2011</Year>
        <Month/>
      </PubDate>
    </Journal>
    <ArticleTitle>A DISTANCE LEARNING SYSTEM WITH CUSTOMIZABLE SCREEN LAYOUTS FOR MULTIPLE LEARNING SITUATIONS</ArticleTitle>
    <FirstPage LZero="delete">94</FirstPage>
    <LastPage>102</LastPage>
    <Language>EN</Language>
    <AuthorList>
      <Author>
        <FirstName EmptyYN="N">Hiroyuki</FirstName>
        <LastName>Nagataki</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Koji</FirstName>
        <LastName>Noguchi</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Ryo</FirstName>
        <LastName>Katsuma</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Yukiko</FirstName>
        <LastName>Yamauchi</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Naoki</FirstName>
        <LastName>Shibata</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Keiichi</FirstName>
        <LastName>Yasumoto</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Minoru</FirstName>
        <LastName>Ito</LastName>
        <Affiliation/>
      </Author>
    </AuthorList>
    <PublicationType/>
    <ArticleIdList>
      <ArticleId IdType="doi"/>
    </ArticleIdList>
    <Abstract>In this paper, we propose a new distance learning system that can adapt to various styles of learning activity. We assume that the system is used in distance classes with multiple live-streaming videos. Our system has functions to change the screen layout to best suit for the current learning situation for each of the participants in a class. The system also has a function to efficiently monitor the behavior of many students at a time. These functions enable us to adapt various learning activities in distance learning classes. We implemented
a prototype of the proposed system and evaluated it in experimental classes. We confirmed that our system improved the activities in the experimental classes.</Abstract>
    <CoiStatement>No potential conflict of interest relevant to this article was reported.</CoiStatement>
    <ObjectList>
      <Object Type="keyword">
        <Param Name="value">Distance learning</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">Computer-supported education</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">User interface</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">Learning situation</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">Screen layout</Param>
      </Object>
    </ObjectList>
    <ReferenceList/>
  </Article>
  <Article>
    <Journal>
      <PublisherName>IEEE</PublisherName>
      <JournalTitle>Acta Medica Okayama</JournalTitle>
      <Issn/>
      <Volume>2</Volume>
      <Issue/>
      <PubDate PubStatus="ppublish">
        <Year>2010</Year>
        <Month/>
      </PubDate>
    </Journal>
    <ArticleTitle>A kinesthetic-based collaborative learning system for distributed algorithms</ArticleTitle>
    <FirstPage LZero="delete">97</FirstPage>
    <LastPage>101</LastPage>
    <Language>EN</Language>
    <AuthorList>
      <Author>
        <FirstName EmptyYN="N">Hiroyuki</FirstName>
        <LastName>Nagataki</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Taichi</FirstName>
        <LastName>Fujii</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Yukiko</FirstName>
        <LastName>Yamauchi</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Hirotsugu</FirstName>
        <LastName>Kakugawa</LastName>
        <Affiliation/>
      </Author>
      <Author>
        <FirstName EmptyYN="N">Toshimitsu</FirstName>
        <LastName>Masuzawa</LastName>
        <Affiliation/>
      </Author>
    </AuthorList>
    <PublicationType/>
    <ArticleIdList>
      <ArticleId IdType="doi"/>
    </ArticleIdList>
    <Abstract>In this paper, we present a learning support system DASE-E to help students understand fundamental concepts of distributed algorithms in computer science. DASE-E is a collaborative learning system, in which the task of students is
to devise a distributed algorithm. DASE-E offers a set of small wireless terminals with accelerometers. Each student plays the role of a process with a terminal, according to the algorithm that students devised. Each terminal enables a student to take physical actions that control the behavior of a process in the simulator. After the role playing simulation is finished, students discuss their activity played back on a screen. We implemented the system for learning distributed leader election algorithms, had a trial exercise in our research group, and we confirmed that it is effective to learn the critical part of distributed systems and algorithms.</Abstract>
    <CoiStatement>No potential conflict of interest relevant to this article was reported.</CoiStatement>
    <ObjectList>
      <Object Type="keyword">
        <Param Name="value">computer science education</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">distributed algorithm</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">collaborative learning</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">kinesthetic learning activity</Param>
      </Object>
      <Object Type="keyword">
        <Param Name="value">algorithm visualization</Param>
      </Object>
    </ObjectList>
    <ReferenceList/>
  </Article>
</ArticleSet>
