Budget Amount *help |
¥4,160,000 (Direct Cost: ¥3,200,000、Indirect Cost: ¥960,000)
Fiscal Year 2016: ¥520,000 (Direct Cost: ¥400,000、Indirect Cost: ¥120,000)
Fiscal Year 2015: ¥520,000 (Direct Cost: ¥400,000、Indirect Cost: ¥120,000)
Fiscal Year 2014: ¥780,000 (Direct Cost: ¥600,000、Indirect Cost: ¥180,000)
Fiscal Year 2013: ¥2,340,000 (Direct Cost: ¥1,800,000、Indirect Cost: ¥540,000)
|
Outline of Final Research Achievements |
With the growth of university advancement rate, the spectrum of freshmen academic skills ranges widely and it brings a reduction of learning time. It is an important matter how study hours are earned in the discussion of awarding a credit to students in a rigorous manner. This study aims to develop web-based learning materials in order to increase the learning time by applying the concept of gamification which is well-used in the field of marketing. As a result, the active rate did not decrease, and it turned out that it fulfilled the function to encourage active access sufficiently even compared with the major SNS.
|