56. TOKYO JOHO UNIVERSITY
Kawano, Yoshihiro, & Kawano, Yuka (2021). Development of Learning Systems for Children to Promote Self-Directed Choosing
of Learning Tasks. International Journal of Mobile Computing and Multimedia Communications (IJMCMC), 12(3), 60-77.
57. TOKYO JOHO UNIVERSITY
59. TOKYO JOHO UNIVERSITY
Y. Kawano, Y. Kawano, "A Proposal of Learning Feedback System for Children to Promote Self-directed Learning",
The 24th International Conference on Network-Based Information Systems (NBiS-2021) (Taichung, Taiwan), 2021.9.
Children's City which is famous community activity for children was held every summer until 2019 in our community.
This is a hands-on event for children to autonomously plan and operate city hall function and shops that are available only to children.
However, community activities have some problems in the COVID-19 disaster.
In this case, there is concentration of participants in one place.
Moreover, many university students are limited outside activities by their university’s policy.
Then, New normal community activities should be considered.
We have proposed online/onsite hybrid community activity called “Walk Adventure”.
In this event, the online and onsite participants cooperate with each other to compete for clear time while visiting local spots in the manner of a walk rally. To reduce the time required to answer the questionnaire at the event using the collection system, the questionnaire items were limited to the minimum necessary. And the feedback system based on the learning-data collected in this event and simple clustering was developed.
This is screenshot of the feedback system.
In this implementation, the learning-data was classified into three clusters. Labeling was conducted appropriately based on the eigenvalues of the first and second principal components. Each principal component was wording chosen to express the difference in features instead of superiority in skills. In this case, first principal component is labeled "Concentrative" and "Dialogical". Second principal component is labeled "Enjoy game" and "Enjoy event“.
The naming of the clusters is based on the Bartle test, a well-known gamer classification about gamification.
Achiever, Socializer, and Explorer.
When the learner responds to the collection system, the clustering results are presented in red marker.