The purpose of this study is to refine Japanese elementary science activity structures by using a CSCL approach to transform the classroom into a knowledgebuilding community. We report design studies on two science lessons in two consecutive years and describe the progressive refinement of the activity structures. Through comparisons of student activities on-and off-line, it was found that the implementation of a CSCL environment facilitated students' idea-centered activity. The task requirement for students to engage in collective and reciprocal activities reflecting on their own ideas was also effective if it required students to use their conceptual understanding for producing something concrete.
In this study, we developed a simulation game called "Human SUGOROKU" that consists of a full-body interaction system to enable elementary school students to enjoy and learn vegetation succession. The students' sense of immersion is improved by enabling them to play this game using their body movements. We conducted an experiment with the students and investigated the affects of the full-body interaction through interviews. The results showed that the full-body interaction promotes a sense of immersion in the game. This paper describes the structure of this system and the interview results.
Abstract-Various factors are believed to cause blinking. One of these factors is attention. However, the relationship between blinking and attention has not yet been elucidated. In this study, we focus on electrodermal activity (EDA) to demonstrate this relationship. EDA is an electrical phenomenon involving the glandular releasing of sweat that is caused by mental excitement or strain. We employ EDA to quantify attention as a means to elucidate the blinking-attention relationship. We conduct an experiment based on EDA and present the results to verify this relationship.
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