Agent model and and its implementation on a computer for monitering of learner's active behavior
Project/Area Number |
17500656
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Research Category |
Grant-in-Aid for Scientific Research (C)
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Allocation Type | Single-year Grants |
Section | 一般 |
Research Field |
Educational technology
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Research Institution | Gifu Shotoku Gakuen University |
Principal Investigator |
ISOMOTO Yukuo Gifu Shotoku Gakuen University, Faculty of Economics and Information, Professor (10029994)
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Co-Investigator(Kenkyū-buntansha) |
ITOO Satoshi Gifu Shotoku Gakuen University, Faculty of Economics and Information, Professor (80130946)
TSUMORI Shin-ichi Gifu Shotoku Gakuen University Junior College, The Department of Human Living, Associate Professor (50342051)
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Project Period (FY) |
2005 – 2007
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Project Status |
Completed (Fiscal Year 2007)
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Budget Amount *help |
¥3,440,000 (Direct Cost: ¥3,200,000、Indirect Cost: ¥240,000)
Fiscal Year 2007: ¥1,040,000 (Direct Cost: ¥800,000、Indirect Cost: ¥240,000)
Fiscal Year 2006: ¥700,000 (Direct Cost: ¥700,000)
Fiscal Year 2005: ¥1,700,000 (Direct Cost: ¥1,700,000)
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Keywords | Moniter of Learner's action / Learning Support / Agent Model / e-Learning / Active Self-Learning / エージェント / 学習行動モニター / 創造性教育 |
Research Abstract |
Since it gets important to educate original and creative abilities, recently we have to set up learning environment to excite learner's activity for self-learning. Almost all e-Learning work to manage and deliver mechanically teaching materials or streaming of lecture video, which are waiting to be accessed by learners. The target of this research is to implement the e-Learning that excites and leads actively a learner to get active learning. In this research, we developed monitoring method to observe learner's active learning action, designed mathematical model of learning assisted model, and tried to implement the active e-Learning. In 2005, we designed man-machine interface panel and databases for monitoring an environment of computer supported self-learning. In 2006, we developed an evaluation method of learner's intelligent abilities with computer games. A player plays several computer games. We analyze the action data of game playing to evaluate the player's intelligent abilities. In 2007, in order to design a model of students' active learning behavior, we had an extension class of Web page design by undergraduate students and graduate school students. Through the experiment, we observed students' creative activities. As discussion above, in this research, we designed and implemented a prototype of self-learning support system to realize expert system for education as a professional teacher. Before applying the expert system to a real education, we need to arrange detail of teaching materials adapted to the prototype system.
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Report
(4 results)
Research Products
(34 results)
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[Book] 情報教育辞典2007
Author(s)
磯本 征雄, 他
Total Pages
6
Publisher
丸善書店株式会社
Description
「研究成果報告書概要(和文)」より
Related Report
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