{"created":"2023-06-19T10:27:53.138387+00:00","id":968,"links":{},"metadata":{"_buckets":{"deposit":"ba375b68-c84f-46d6-ba21-2d56b96014e7"},"_deposit":{"created_by":16,"id":"968","owners":[16],"pid":{"revision_id":0,"type":"depid","value":"968"},"status":"published"},"_oai":{"id":"oai:tama.repo.nii.ac.jp:00000968","sets":["1:7:116"]},"author_link":["1227","1228"],"item_10002_biblio_info_7":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicIssueDates":{"bibliographicIssueDate":"2017-12-01","bibliographicIssueDateType":"Issued"},"bibliographicPageEnd":"66","bibliographicPageStart":"53","bibliographicVolumeNumber":"22","bibliographic_titles":[{"bibliographic_title":"経営・情報研究 多摩大学研究紀要"},{"bibliographic_title":"Tama University Journal of Management and Information Sciences","bibliographic_titleLang":"en"}]}]},"item_10002_description_5":{"attribute_name":"抄録","attribute_value_mlt":[{"subitem_description":"The purpose of this study is to evaluate the in-class activities of the students who play the business simulation game of economy, management and marketing. The system has been developed from scratch by the professors at Tama University and used as a tool for over 20 years. It is discovered that some students initiate economically irrational activities and it affects the evaluation of other students in the game. In this paper, we discuss a new class system and new index values.","subitem_description_type":"Abstract"}]},"item_10002_publisher_8":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"多摩大学経営情報学部"}]},"item_10002_source_id_11":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA11140277","subitem_source_identifier_type":"NCID"}]},"item_10002_source_id_9":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"13429507","subitem_source_identifier_type":"ISSN"}]},"item_creator":{"attribute_name":"著者","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"出原, 至道"},{"creatorName":"イデハラ, ノリミチ","creatorNameLang":"ja-Kana"}],"nameIdentifiers":[{"nameIdentifier":"1227","nameIdentifierScheme":"WEKO"}]},{"creatorNames":[{"creatorName":"IDEHARA, Norimichi ","creatorNameLang":"en"}],"nameIdentifiers":[{"nameIdentifier":"1228","nameIdentifierScheme":"WEKO"}]}]},"item_files":{"attribute_name":"ファイル情報","attribute_type":"file","attribute_value_mlt":[{"accessrole":"open_date","date":[{"dateType":"Available","dateValue":"2018-05-09"}],"displaytype":"detail","filename":"201802200234.pdf","filesize":[{"value":"10.1 MB"}],"format":"application/pdf","licensetype":"license_note","mimetype":"application/pdf","url":{"label":"201802200234","url":"https://tama.repo.nii.ac.jp/record/968/files/201802200234.pdf"},"version_id":"c360dc5f-46a9-4610-819b-6ecfc92b4273"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"Serious Game","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"Experience Based Learning","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"Active Learning","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"Pagerank","subitem_subject_language":"en","subitem_subject_scheme":"Other"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourcetype":"departmental bulletin paper","resourceuri":"http://purl.org/coar/resource_type/c_6501"}]},"item_title":"シリアスゲームによる経済・経営体感学習の試み(2): アクティブラーニングにおける講義内行動の定量的評価","item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"シリアスゲームによる経済・経営体感学習の試み(2): アクティブラーニングにおける講義内行動の定量的評価"},{"subitem_title":"Study on Experience Based Learning of Economy and Management with Serious Game(2)","subitem_title_language":"en"}]},"item_type_id":"10002","owner":"16","path":["116"],"pubdate":{"attribute_name":"公開日","attribute_value":"2018-04-27"},"publish_date":"2018-04-27","publish_status":"0","recid":"968","relation_version_is_last":true,"title":["シリアスゲームによる経済・経営体感学習の試み(2): アクティブラーニングにおける講義内行動の定量的評価"],"weko_creator_id":"16","weko_shared_id":-1},"updated":"2023-06-19T10:40:40.891467+00:00"}