Study on Learners’ Understanding in a Business Gaming Practice through their Behavior Analysis
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- Koshiyama Osamu
- Mitsubishi UFJ Research and Consulting Co.,Ltd. Department of Computational Intelligence and Systems Science Interdisciplinary Graduate School of Science and Engineering, Tokyo Institute of Technology
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- Yoshikawa Atsushi
- The Japan Institute for Educational Measurement, Inc. Department of Computational Intelligence and Systems Science Interdisciplinary Graduate School of Science and Engineering, Tokyo Institute of Technology
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- Terano Takao
- Department of Computational Intelligence and Systems Science Interdisciplinary Graduate School of Science and Engineering, Tokyo Institute of Technology
Bibliographic Information
- Other Title
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- 学習者の行動分析に基づいたビジネスゲーム実践の評価
- ガクシュウシャ ノ コウドウ ブンセキ ニ モトズイタ ビジネス ゲーム ジッセン ノ ヒョウカ
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Abstract
<p>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.</p>
Journal
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- Transactions of Japanese Society for Information and Systems in Education
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Transactions of Japanese Society for Information and Systems in Education 26 (3), 252-263, 2009-09-30
Japanese Society for Information and Systems in Education
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Details 詳細情報について
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- CRID
- 1390282763117584512
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- NII Article ID
- 130007618950
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- NII Book ID
- AN10474042
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- ISSN
- 21880980
- 13414135
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- NDL BIB ID
- 10470190
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- Text Lang
- ja
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- Data Source
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- JaLC
- NDL
- CiNii Articles
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- Abstract License Flag
- Disallowed