Study Regarding Computer Utilization to Support Individual Problem Solving Using Japanese-language Programming Language and Multimedia Environment
Grant-in-Aid for Scientific Research (C)
|Allocation Type||Single-year Grants |
|Research Institution||The Junior College Seitoku University |
DOBASHI Eiichi The Junior College Seitoku University, assistant professor, 助教授 (10237175)
|Project Period (FY)
1995 – 1997
Completed (Fiscal Year 1997)
|Budget Amount *help
¥1,900,000 (Direct Cost: ¥1,900,000)
Fiscal Year 1997: ¥300,000 (Direct Cost: ¥300,000)
Fiscal Year 1996: ¥700,000 (Direct Cost: ¥700,000)
Fiscal Year 1995: ¥900,000 (Direct Cost: ¥900,000)
|Keywords||problem solving / multimedia environments / microwaorlds / programming / Logo / computers and education / affordances / educational relationships / コンピュータ利用教育 / 情報教育 / 個性化教育 / 総合的学習 / 日本語プログラミング言語 / 問題解決 / コンピュータ利用学習 / 問題解決学習 / 個性的な学習|
We observed programming by children to study what type of problem solving is performed in multim environments. As a result, we obtained the following information :
1. Connection between the problem solving by children and the actual world is tightened by utilizing multimedia data. Specific details are as follows :
(1) Affordances from the screen is enhanced, giving an opportunity to expand a new activity.
(2) Affordances from the screen brings about a program creation problem.
(3) Experience of these activities may lead to a question about the actual world.
2. Affordances from the screen affects children's activities significantly. It is classified as follows according to how it works :
(1) Physical Affordances : Space characteristic, positional relationship, and material and place properties
(2) Social Affordances : Information on common sense and rules
These types of Affordances extends and regulates children's activities.
3. The following items are taken as specific measures to support individual problem solving :
(1) Supply of a microcosm that serves as a children's activity place. It brings about problems encountered in the actual world.
(2) Supply of multimedia elements to support children's activities.
(3) Participation in a problem solution place.
Report (4 results)
Research Products (8 results)