Augmented Reality Go: Extending Traditional Game Play with Interactive Self-L...Tetsuo Yamabe
Takahiro Iwata, Tetsuo Yamabe, and Tatsuo Nakajima, Augmented Reality Go: Extending Traditional Game Play with Interactive Self-Learning Support. In Proceedings of the 17th IEEE International Conference on Embedded and Real-Time Computing Systems and Applications (RTCSA’11, full paper)
Activity-Based Micro-pricing: Realizing Sustainable Behavior Changes through ...Tetsuo Yamabe
Tetsuo Yamabe, Vili Lehdonvirta, Hitoshi Ito, Hayuru Soma, Hiroaki Kimura, and Tatsuo Nakajima, Activity-Based Micro-Pricing: Realizing Sustainable Behavior Changes Through Economic Incentives. In Proceedings of The Fifth International Conference on Persuasive Technology (Persuasive’10, full paper)
Design Issues and Empirical Study in Mobility Oriented Service DevelopmentﰀTetsuo Yamabe
Tetsuo Yamabe, Kiyotaka Takahashi, and Tatsuo Nakajima. 2008. Design issues and an empirical study in mobility oriented service development. In Proceedings of the 1st Workshop on Mobile Middleware: Embracing the Personal Communication Device (MobMid’08, workshop paper)
Augmented Reality Go: Extending Traditional Game Play with Interactive Self-L...Tetsuo Yamabe
Takahiro Iwata, Tetsuo Yamabe, and Tatsuo Nakajima, Augmented Reality Go: Extending Traditional Game Play with Interactive Self-Learning Support. In Proceedings of the 17th IEEE International Conference on Embedded and Real-Time Computing Systems and Applications (RTCSA’11, full paper)
Activity-Based Micro-pricing: Realizing Sustainable Behavior Changes through ...Tetsuo Yamabe
Tetsuo Yamabe, Vili Lehdonvirta, Hitoshi Ito, Hayuru Soma, Hiroaki Kimura, and Tatsuo Nakajima, Activity-Based Micro-Pricing: Realizing Sustainable Behavior Changes Through Economic Incentives. In Proceedings of The Fifth International Conference on Persuasive Technology (Persuasive’10, full paper)
Design Issues and Empirical Study in Mobility Oriented Service DevelopmentﰀTetsuo Yamabe
Tetsuo Yamabe, Kiyotaka Takahashi, and Tatsuo Nakajima. 2008. Design issues and an empirical study in mobility oriented service development. In Proceedings of the 1st Workshop on Mobile Middleware: Embracing the Personal Communication Device (MobMid’08, workshop paper)
Prototyping Augmented Traditional Games: Concept, Design and Case StudiesTetsuo Yamabe
Tetsuo Yamabe, Takahiro Iwata, Takahiro Shichinohe, and Tatsuo Nakajima, Prototyping Augmented Traditional Games: Concept, Design and Case Studies. In Proceedings of the Sixth International Conference on Grid and Pervasive Computing (GPC’11, full paper)
Tetsuo Yamabe, Ilkka Kosunen, Inger Ekman, Lassi A. Liikkanen, Kai Kuikkaniemi, and Tatsuo Nakajima, Biofeedback Training with EmoPoker: Controlling Emotional Arousalfor Better Poker Play. Fun and Games Conference 2010 (Fun and Games’10, WIP paper)
Prototyping Augmented Traditional Games: Concept, Design and Case StudiesTetsuo Yamabe
Tetsuo Yamabe, Takahiro Iwata, Takahiro Shichinohe, and Tatsuo Nakajima, Prototyping Augmented Traditional Games: Concept, Design and Case Studies. In Proceedings of the Sixth International Conference on Grid and Pervasive Computing (GPC’11, full paper)
Tetsuo Yamabe, Ilkka Kosunen, Inger Ekman, Lassi A. Liikkanen, Kai Kuikkaniemi, and Tatsuo Nakajima, Biofeedback Training with EmoPoker: Controlling Emotional Arousalfor Better Poker Play. Fun and Games Conference 2010 (Fun and Games’10, WIP paper)
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1. Adapting "Adaptive Learning" for Real Schools
2. From Analytics to Action
3. Helping Different Kinds of Minds Solve Problems
4. The Myth of the Learning Style Holds Students Back
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#1. Adaptive “Adaptive Learning” for Real
Schools
Ilia Molina
Miami-Dade County Public Schools - Exec Dir, Race to the Top District
Grant
Sandy Bartle Finocchi
Carnegie Learning - Chief Academic Officer
Steven Ritter
Carnegie Learning - Chief Scientist
Thomas Arnett
Clayton Christensen Institute - Research Fellow
http://schedule.sxswedu.com/events/event_PP52004
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iPrep Math Learning Center
12
https://twitter.com/iprepmath/status/504995609338986496
• Miami-Date Country Public
Schools が取り組む、生徒中
心のパーソナライズドラーニ
ング環境
• 1クラスあたり60人の生徒、
3人の先生
• 2013 - 2014年度に49のミド
ルスクールに展開
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アダプティブラーニング導入のポイント
• デバイス・ソフトウェアの選定は充分に
‒ iModules, Kahoot!, Carnegie Learning …
• 先生の習熟度・マインドセットが重要なファクター
‒ 夏休み3週間、生徒役でロールプレイング
‒ テキストも授業のプランニングも大きく変わる
‒ 喜怒哀楽いろいろあった後に Aha moment がやってくる
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参考 : Carnegie Learning の学習効果
16
https://www.carnegielearning.com/research-results/proven-results
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#2. From Analytics to Action
David Lindrum
Soomo Learning - Course Designer
Laura Malcolm
Civitas Learning - VP Prod
Mike Sharkey
Blackboard - VP Analytics
Phillip Long
The University of Texas at Austin - Assoc Vice Provost for Learning
Sciences
http://schedule.sxswedu.com/events/event_PP52632
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データをもとに生徒にどう干渉するべきか?
• データがあってもそれは状況の可視化に過ぎない
‒ 外的要因が多すぎて問題特定は難しい
• 教師やスタッフの知識と合わせて対処する
‒ 干渉の結果どうなったのか?までデータで明示する
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#3. Helping Different Kinds of Minds Solve
Problems
Temple Grandin
Colorado State University Department of Animal Sciences - Professor of
Livestock Behavior & Welfare
http://schedule.sxswedu.com/events/event_PP91726
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#4. The Myth of the Learning Style Holds
Students Back
James Stigler
UCLA - Professor
Ulrik Christensen
McGraw-Hill School Education - Sr Fellow, Digital Learning
http://schedule.sxswedu.com/events/event_PP54712
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