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資料:130件

  • S8102 report 佛教大学 教育心理学
  • 佛教大学通信教育 S8102 教育心理学のレポートで 下記の問題に関して論述してあります 児童期、青年期において社会的認知(社会性の発達、対人関係(親・仲間))の拡がり、自己意識などがどのように変化するかをまとめよ。
  • 佛教大学
  • 550 販売中 2014/06/09
  • 閲覧(1,452)
  • S0533 report 佛教大学 生徒指導・進路指導
  • 佛教大学通信教育 S0533生徒指導・進路指導の研究のレポートで 下記の問題に関して論述してあります 中学・高校における生徒指導の原理および意義は何かまた、その際に留意しなければならないことは何か、生徒指導の具体例を示しながら説明して下さい
  • 佛教大学
  • 550 販売中 2014/06/09
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  • SUMMARY OF BECTA’S REPORT REGARDING ITS COMPUTER GAMES IN EDUCATION PROJECT
  • This article discusses general aspects of the usage of computer game software in schools, especially game play software, to help learners achieve their goal. It pays particular reference to their motivation. Games are played not just to win or to achieve a goal. General aspects of computer game play can be competitive, co-operative or individualistic and arouse learners’ intrinsic motivations. This type of motivation to play is “the challenge, fantasy, curiosity and control that games afford. It is this adaptive interactivity that makes games attractive.” Table 2 highlights features that contribute to motivation. These features give the play environment at hand “an important role in psychological, social and intellectual development, and computer games may offer opportunities that complement real play.” While the learners are playing, they will learn to understand why rules are necessary and what rules are sensible. Games allow the player to act “in role”. However, some disadvantages of game software should be taken into consideration for “Games are not universally well designed and are subject to the generic software problems of a confusing interface, insufficient feedback for the user and illogical rules or constraints within the game.” At worst, there might be an extreme case where players transfer their game skills in shooting, physical violence and vicious destruction to their everyday lives.
  • レポート 語学 e-learning ICT 教育情報化 コンピューター
  • 550 販売中 2005/07/23
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