SNS Education Game for Upper-Grade Elementary School Students: Evaluation of Prototype

M. Fujikawa, Hajime Ikehara, Y. Abe
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Abstract

A ratio of upper grades of elementary school children those who use SNS application has been increasing. The Japanese Ministry of Education has been promoting information morals education because the morals (which includes ethics, understanding and following the law, knowledge and skills of information security) is necessary. Meanwhile, most students do not receive hands-on classes on SNS when using PCs and tablets in schools. Hence, it is hard to say a concept "to be proactive, interactive, and learning deeply" from the guidelines has been achieved. We developed a prototype SNS education game to achieve the concept. This game is designed to fulfill six conditions for a game to be "proactive, interactive, and learning deeply" and takes into account the characteristics of pupils. Evaluation results of this game show that most participants wanted to learn more about how to become responsible digital citizens after playing the game.
小学高年级学生SNS教育游戏:原型的评价
使用SNS应用程序的小学高年级学生的比率正在增加。日本文部科学省一直在推进信息道德教育,因为道德(包括伦理、理解和遵守法律、信息安全知识和技能)是必要的。与此同时,大部分学生在学校使用个人电脑和平板电脑时,并没有接受SNS的实践课程。因此,很难说从指导方针中实现了“主动、互动、深度学习”的概念。我们开发了一款原型SNS教育游戏来实现这一理念。这款游戏的设计满足了游戏“主动性、互动性、深度学习”的六个条件,并考虑了学生的特点。本次游戏的评估结果显示,大多数参与者在玩完游戏后都希望学习更多关于如何成为负责任的数字公民的知识。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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