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    タイイク ガクシュウ オ シエン スル ガクシュウ シエン ソフト ノ カイハツ : ヒョウゲン リズム アソビ ドウブツ ランド オ ジレイ トシテ

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    The aim of this study is to devise an application software for aiding \u27Representative Rhythm Play\u27 in Physical Education and to investigate it\u27s effectiveness. An application software for aiding \u27Representative Rhythm Play\u27 was \u27Animal Land\u27. It consisted of a top menu and a side menu. The top menu consisted of Cover, Explanation for use, Animals in the zoo, Animals in the natural field and Examples for \u27Representative Movement\u27 of animals. The selection of animals was based on how to express the movement quality. The practical experimental lessons of \u27Representative Rhythm Play\u27 consisted of five hours as one unit. Second grade elementary school pupils were used as subjects. In the first lesson, pupils were showed digital teaching materials using computers and projectors and then they were taught how to use them. After they were able to use digital teaching materials using lap top computers by themselves. We let pupils fill in questionnaires after each lesson. The results of the pupil\u27s reaction can be summarized as follows: Almost half of the pupils were interested in digital teaching materials. They accepted the use of computers positively. However, further devise of digital teaching materials is required to allow pupils the use of them more easily concerning effective sound and explanatory words.国立情報学研究所『研究紀要公開支援事業』により電子化
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