Updated on 2024/03/16

写真a

 
MATSUMOTO Tae
 
Organization
Institute for Digital Transform Promotion Center for Academic Information Service Professor
Title
Professor
External link

Degree

  • 博士 ( 2013.3   奈良女子大学 )

Research Interests

  • information security

  • information design

  • e-learning

  • AI

  • Gamification

Research Areas

  • Informatics / Information security

  • Informatics / Entertainment and game informatics

Research History (researchmap)

  • 新潟大学DX推進機構情報基盤センター   教授

    2023.11

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  • 総合研究大学院大学, 先端学術院先端学術専攻総合地球環境学コース, 准教授(併任)

    2023.4 - 2023.10

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  • Research Institute for Humanity and Nature   Associate Professor

    2020.3 - 2023.10

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  • Shimane University   Organization for Research and Academic Information, General Information Processing Center   Lecturer

    2016.10 - 2020.2

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  • Kanto Gakuin University   Assistant Professor

    2015.4 - 2016.9

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Education

  • Nara Women's University   Graduate School of Humanities and Sciences

    - 2013.3

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Professional Memberships

  • 情報処理学会

    2016.4

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  • COMMUNITY FOR INNOVATION OF EDUCATION AND LEARNING THROUGH COMPUTERS AND COMMUNICATION NETWORKS

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Papers

  • Development and validation of SNS prescription board game for parents and children

    TaeMatsumoto

    2023.9

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  • 多国籍ITエンジニアチームのマネジメントとその課題について

    情報処理学会EIP研究会   2023.2

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  • 視覚障がい児のための感情認証AIを用いたコミュニケーションシステムの開発

    情報処理学会MPS研究会   2022.12

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  • 匠頭脳知の解明とオンライン大工育成システムの可能性について

    松本多恵

    情報処理学会研究報告教育学習支援情報システム(CLE)   2022.3

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  • Remote renovation of traditional houses using AI - Visualization of tacit knowledge of master carpenters (body knowledge, brain knowledge) and technology transfer -

    Tae Matsumoto

    2021.10

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  • Remodeling an old Japanese house by remote and Development of e-learning content Reviewed

    Tae Matsumoto

    Proceedings of the CIEC Spring Conference2021   Vol.12   2021.3

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  • Repos-csel : New proposal for Cybersecurity e-Learning Quiz Repository

    2020-CLE-30 ( 3 )   1 - 7   2020.3

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    Language:Japanese  

    In this study, we propose two solutions to improve quiz for cyber security awareness education through activities in The Society of Scientific Systems : (1) Adopt Instructional Design to achieve not only knowledge, but an attitude that is able to learn ability to judge. (2) Shared repository to collaborate over institutions or organization. The motivation of this study is that, it is big challenge to provide good cyber security awareness e-learning for students in Japanese universities. Because learners has no positive attitude to such kind of e-learning in many cases and no one has clear and general criteria to evaluate the quiz, main content of e-learning course. Our proposal is sustainable and has advantage that each institution can make a choice quizzes from the repository circumstantially and can provide quizzes via own learning management system (LMS), compared with our recent work based on shared LMS. Currently, we, the member of the working group of cyber security e-learning of The Society of Scientific Systems, started make quizzes and upload them to the repository, Repos-csel (https://csel.media.hosei.ac.jp/), based on Moodle 3.8.1 and StudentQuiz Plugin.

    CiNii Article

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  • クラウドを活用した手書きレポート格納返却システムの問題点とその改善について Reviewed

    松本多恵

    CEIC春季カンファレンス論文集   2019.3

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  • クラウドを活用した手書きレポート格納返却システムの開発 Reviewed

    松本多恵

    CIEC研究報告集   Vol9   11 - 16   2018.3

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  • GAMIFIED AS A STRATEGY TO ENHANCE E-LEARNING Reviewed

    tae matsumoto

    ICERI2017 Proceeding International Conference of Education, Research and Innovation   7619 - 7624   2017.11

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  • The flipped classroom design using Japanese methods gamification Reviewed

    tae matsumoto

    2016.11

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  • キャラクターが学習意欲に与える影響について

    松本多恵

    情報文化学会第23回全国大会   2016.10

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    Authorship:Lead author  

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  • Motivation Strategy Using Gamification Reviewed

    Tae Matsumoto

    The Editorial Team of Creative Education   2016.7

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  • The flipped classroom experience of Gamified Reviewed

    Tae Matsumoto

    The Editorial Team of Creative Education   2016.7

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  • GAMIFICATION AS A STRATEGY TO ENHANCE FLIPPED CLASSROOM Reviewed

    Tae Matsumoto

    INTED2016: 10TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE   7778 - 7781   2016

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    Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:IATED-INT ASSOC TECHNOLOGY EDUCATION A& DEVELOPMENT  

    The flipped classroom is an inverted version of the traditional learning model. On the one hand, the flipped classroom is still at the early stage in Japan. As a reason for this might be the lack of good quality electronic learning materials and teaching method. This paper presents a review of an instructional design framework of "flipped classroom on the basis of gamification". Recently, growing attention has been paid to game-informed education. Gamification is one form of the above game-informed education. Gamification is a new coinage. We use of game design elements in non-game contexts. It means an implementation and use of game design elements and techniques. It is necessary to consider uses of gamification according to the varying needs of learners. Furthermore, usefulness of gamification is shown in some studies. However, gamification is not necessarily beneficial for all learners. Therefore, "flipped classroom based on gamification" is helpful in improving learners' understanding level and motivation.

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  • FLIPPED CLASSROOM USING GAMIFICATION Reviewed

    Tae Matsumoto

    EDULEARN16: 8TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES   4662 - 4665   2016

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    Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:IATED-INT ASSOC TECHNOLOGY EDUCATION A& DEVELOPMENT  

    The flipped classroom is an inverted version of the traditional learning model. In the flipped classroom, instructors typically assign recorded video lectures as homework, and use class time for active learning exercises and direct engagement with students. This strategy yields a number of benefits to both learner and teacher. On the one hand, the flipped classroom is still at the early stage in Japan. As a reason for this might be the lack of good quality electronic learning materials and teaching method. This paper presents a review of an instructional design framework of "flipped classroom on the basis of gamification". Purpose of using gamification is to try supporting self-learning motivation effectively. Recently, growing attention has been paid to game-informed education. Gamification is one form of the above game-informed education. Gamification is a new coinage. We use of game design elements in non-game contexts. It means an implementation and use of game design elements and techniques. However, it is necessary to consider uses of gamification according to the varying needs of learners. Furthermore, usefulness of gamification is shown in some studies. However, gamification is not necessarily beneficial for all learners. Therefore, "flipped classroom based on gamification" is helpful in improving learners' understanding level and motivation.

    Web of Science

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  • 視覚障害者のためのGamificationを適用した墨字学習支援システムの開発

    松本多恵

    電子情報通信学会技術研究報告   2015.12

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    Language:Japanese   Publishing type:Research paper (scientific journal)  

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  • E-learning Using Gamification Education of Elementary Reviewed

    松本 多恵

    情報文化学研究   ( 6 )   25 - 32   2015.11

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    Language:Japanese   Publisher:情報文化学会  

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  • Gamificationを阻害する要因分析について

    松本多恵

    日本リメディアル学会第11回全国大会   2015.8

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  • Gamificationを用いた漢字学習支援システムの開発と評価

    松本多恵

    情報処理学会第77回全国大会   2015.3

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  • 学生への実務教育にシニア技術者の活用とWBTシステムの教材開発について―アクティブインターンシップの提案― Reviewed

    田中良一, 松本多恵, 金田紀夫, 畠山一実, 松本哲郎, 高橋寛, 林田行雄

    CIEC研究会報告集   6   34 - 37   2015.3

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    Language:Japanese  

    J-GLOBAL

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  • Different point of Based Social Game and Gamification(Special report) Reviewed

    MATSUMOTO Tae

    The journal of Information Science and Technology Association   64 ( 11 )   481 - 484   2014.11

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    Language:Japanese   Publisher:社団法人情報科学技術協会  

    Game of education is not necessarily beneficial for all learners. In fact, it is possible for game of education to inhibit learner motivation. Gamification, based serious games and the social game have been taken to the education of the game. However, there are neither a thesis nor a book that describes these different points clearly. This paper will report the results of the questionnaire as well as discuss the points that need to be considered when applying gamification, based serious games and social games.

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  • Gamificationを活用した英語リメディアル教育について

    松本多恵

    日本リメディアル学会第10回全国大会   2014.8

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  • ゲーミフィケーションを活用したe‐Learningコンテンツの学習効果と動機付け Reviewed

    松本多恵

    CIEC研究会報告集   5   23 - 29   2014.3

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    Language:Japanese   Publisher:CIEC研究会論文誌編集委員 編  

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  • The Development and Evaluation of a Sumiji Learning Support System for Visually Impaired People Reviewed

    Tae Matsumoto, Satoshi Ina, Masami Takata, Kazuki Joe

    情報処理学会論文誌数理モデル化と応用(TOM)   6 ( 2 )   128 - 136   2013.8

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    Language:Japanese   Publisher:一般社団法人情報処理学会  

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  • ゲーミフィケーションを活用したeラーニング教育への一考察―

    松本多恵

    アルゴリズム教育研究大会報告書   43 - 49   2013.3

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  • ゲーミフィケーションを活用したeラーニング教育への一考察― Invited

    松本多恵

    アルゴリズム教育研究大会報告書   43 - 49   2013.3

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  • Development and Evaluation of a Sumiji Learning Support System for Visually Impaired People

    2012 ( 1 )   1 - 6   2012.9

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  • Possibility of e-Learning by using Gamification

    松本 多恵

    教育システム情報学会研究報告   27 ( 3 )   35 - 40   2012.9

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    Language:Japanese   Publisher:教育システム情報学会  

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  • POSSIBILITY OF E-LEARNING EDUCATION THAT USES THE GAMIFICATION Reviewed

    Tae Matsumoto

    5TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI 2012)   3310 - 3314   2012

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    Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:IATED-INT ASSOC TECHNOLOGY EDUCATION A& DEVELOPMENT  

    This paper proposes the e-learning support methods using the Gamification. This support method is development of the contents using the Gamification. E-learning has major three disadvantages of high dropout rates, degrading motivation and lack of community support. The proposed e-learning support methods using the Gamification are effective to solve the three disadvantages of e-learning I mentioned. To show the proposed e-learning support method based on Gamification could overcome the already mentioned. Gamification is a new coinage. Gamification is the use of game play mechanics for non-game applications particularly consumer-oriented web and mobile sites. Especially, there is continuance in the game mechanics. The Gamification consists chiefly of the following four elements: Interest, Competition, Share, and communications. I focus the first elements of the Gamification. I developed contents based on the manga. Manga media for the e-learning support which is presented for students with easily attracting their empathy and interest. But, the manga based e-learning content are temporarily effective and there are no long-term effect in them. To generate interest, Competition, Share and Communications high quality manga contents should be developed. I developed contents that not only the element of the game but also the quality of the education had secured. I show you evaluation results of the manga based e-learning content by testee to 77 high school school students who use the e-learning contents. The evaluation table shows that most students satisfy and the point of the test went up.

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  • e-口コミを活用したe-learning教材の開発とその評価

    松本多恵, 高田雅美, 城和貴

    第85回MPS研究会   2011.9

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  • Motivation Strategy by using Word of Mouth Reviewed

    松本多恵

    Proceeding International Conference on e-Learning, e-Business, Enterprise Information Systems,and e-Government   2011.4

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  • Development of manga based e-Learning contents in accordance with the ADDIE model and its evalution Reviewed

    Matsumoto Tae

    Annual report of Graduate Division of Human Culture   26   251 - 259   2011.3

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    Language:Japanese   Publisher:奈良女子大学  

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  • ストーリー型Webマンガ教材の開発とその評価

    松本多恵

    教育システム情報学会研究報告   2011.1

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  • CONTENTS THAT ENCOURAGE LEARNERS TO THINK Reviewed

    Tae Matsumoto

    2011 4TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI)   5848 - 5855   2011

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    Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:IATED-INT ASSOC TECHNOLOGY EDUCATION A& DEVELOPMENT  

    This paper proposes the e-learning support methods using e-WOM, which stands for e-word of mouth, using twitter and blog, Facebook. The proposed e-learning support methods using the e-WOM are effective to solve the three disadvantages of e-learning I mentioned. E-learning has major three disadvantages of high dropout rates, degrading motivation and lack of community support. To show the proposed e-learning support method based on e-WOM could overcome the already mentioned. This support method is development of the contents using the APSAS. The APSAS model consists of the following five phases: Attend, participate Search, Act, Share. APSAS model has improved the AISAS model, The AISAS model consists of the following five phases: Attention, Interest, Search, Action, and Share where Action means Purchase and Share means Information Sharing. Application of the AISAS online consumer behavior model to e-learning education APSAS model. I focus the first phases of the APSAS model. I use Manga media for the e-learning support which is presented for students with easily attracting their empathy and interest. But, the manga based textbooks have rooms for improvement as follows. 1) Character dependent, 2) a lot of explanatory sentences, 3) no difference from normal textbook. Using such manga based e-learning content, no e-WOM would be generated. To generate e-WOM, high quality manga contents should be developed. The important thing is that characters must be very friendly to learners so that they empathize the characters as virtual experience. The existing manga based text book is too formal for leaner to empathize. I will show you more concrete example of a narrative approach. I show you evaluation results of the manga based e-learning content for PC by questionnaires to 216 students and 357 students who use the e-learning contents. The evaluation table shows that most students satisfy with the e-learning content. In addition, the evaluation results show that manga based e-learning contents seems to be effective for generating e-WOM.

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MISC

  • 効率的かつ効果的なCSIRT運営へ

    松本多恵

    サイエンティフィックシステム研究会ニュースレター選集   2019.5

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  • e-learning教育におけるフロー理論とソーシャルゲームを活用した動機づけ戦略〜実証実験を通して検証・分析〜

    松本多恵

    特定非営利活動法人依存 学推進協議会研究助成プ ログラム研究報告書   2016.7

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Presentations

  • Development and validation of SNS prescription board game for parents and children

    Tae Matsumoto

    2023.9 

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  • リモート古民家再生とeラーニング教材の開発

    松本多恵

    CIEC 春季カンファレンス会議  2021.3 

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  • リモートによる古民家再生と潜在資格者(建築士)へのオンライン学習システムの構築

    松本多恵

    ビジネスシミュレーション研究拠点会議(横浜国立大学ビジネスゲーム)  2021.2 

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  • クラウドを活用した手書きレポート格納返却システムの問題点とその改善について

    コンピューター利用教育研究会春季研究会  2019.3 

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  • 効率的かつ効果的なCSIRT運営へ Invited

    松本多恵

    サイエンティフィックシステム研究会ICTフォーラム2018「守れるセキュリティ規則とは?」~作り方から運用&改訂まで~  2018.8 

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    Presentation type:Symposium, workshop panel (nominated)  

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  • クラウドを活用した手書きレポート格納返却システムの開発

    松本多恵

    コンピューター利用教育研究会春季研究会  2018.3 

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  • クラウドを活用したプラットフォームの開発と検証

    松本多恵

    教育システム情報学会(JSiSE)2017年度特集論文研究会  2018.3 

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  • クラウドを利活用した共有システムの開発

    松本多恵

    情報コミュニケ―ション学会全国大会  2018.3 

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  • クラウドを活用したプラットフォームの開発とセキュリティ

    松本多恵

    情報処理学会全国大会  2018.3 

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  • 学生教育へのICTの活用にむけて~クラウドを利活用した手書きレポート共有システム開発事例を聞く~

    松本多恵

    平成29年度第3回教育推進センターランチョンセミナー  2017.12 

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  • 情報セキュリティバーンアウト防止のためのgamificationを活用したe-learning教育

    松本多恵

    日本e-learning学会第20回学術講演会  2017.11 

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  • これで大丈夫?情報セキュリティ

    松本多恵

    第12回しまね女性研究者ご縁ネットイブニングミーティング  2017.7 

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  • 島根大学CSIRTについて Invited

    松本多恵

    一般社団法人コンピュータソフトウェア協会 エグゼクティブセミナー in 島根 ~ITが創る・支える・変革する「地方創生」~  2017.6 

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    Presentation type:Symposium, workshop panel (nominated)  

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  • 人を引き付ける伝え方、人にやる気を促す仕掛けGamificationとは Invited

    松本多恵

    島根県倫理法人会 松江市倫理法人会モーニングセミナー  2017.3 

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  • e-learning教育におけるキャラクターが及ぼす影響力について

    松本多恵

    日本e-learning学会第19回学術講演会  2016.11 

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  • ゲーミフィケーションを適用した反転授業

    松本多恵

    日本心理学 第58回総会  2016.10 

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  • 反転授業を活用した学習支援の問題点と改善点について

    松本多恵

    日本リメディアル教育学会第12回全国大会  2016.8 

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  • キャラクターが学習意欲に与える影響について

    松本多恵

    情報文化学会第23回全国大会  2015.10 

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  • Gamificationを阻害する要因分析について

    松本多恵

    日本リメディアル学会第11回全国大会  2015.8 

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  • Gamificationを活用したe-learningの可能性

    松本多恵

    情報文化学会関東支部研究会  2015.7 

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  • Gamificationを用いた漢字学習支援システムの開発と評価

    松本多恵

    情報処理学会第77回全国大会  2015.3 

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  • 学生への実務教育にシニア技術者の活用とWBTシステムの教材開発について - アクティブインターンシップの提案

    田中良一, 松本多恵, 金田紀夫, 畠山一実, 松本哲郎, 高橋寛, 林田行雄

    コンピューター利用教育研究会春季研究会  2015.3 

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    Language:Japanese   Presentation type:Oral presentation (general)  

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  • Gamificationを活用した英語リメディアル教育について

    松本多恵

    日本リメディアル学会第10回全国大会  2014.8 

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  • Data Mining from Activity Logs of Gamified Teaching Material

    2014.3 

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  • ゲーミフィケーションを活用したe-learningコンテンツの学習効果と動機付け

    松本多恵

    コンピューター利用教育研究会春季研究会  2014.3 

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    Language:Japanese   Presentation type:Oral presentation (general)  

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  • 視覚障害者のための墨字学習支援システムの開発と評 価

    松本多恵, 伊奈諭, 高田雅美, 城和貴

    第90回MPS研究会  2012.9 

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    Language:Japanese   Presentation type:Oral presentation (general)  

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  • ゲーミフィケーションを活用したeラーニング教育の可能性について

    松本多恵

    教育システム情報学会研究報告  2012.9 

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  • e-口コミを活用したe-learning教材の開発とその評価

    松本多恵, 高田雅美, 城和貴

    第85回MPS研究会  2011.9 

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    Language:Japanese   Presentation type:Oral presentation (general)  

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  • ストーリー型Webマンガ教材の開発とその評価

    松本多恵

    教育システム情報学会研究報告  2011.1 

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Works

  • Borderless Field

    2023

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  • AI表情分析を用いたコミュニケーションロボットの開発

    2022

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  • 文字認証システムの開発

    2018

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  • マークシートを活用したレポート用紙の電子化サービス双方向遠隔学習システムの開発

    2016

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  • ゲーミフィケーションを用いたeラーニングシステム

    2013

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  • 視覚障がい者のための漢字学習支援システムの開発

    2011

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  • マンガ教材の開発

    2010

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  • 母子世帯再就職支援システムeラーニングシステムの開発

    2007

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  • 2007年 情報セキュリティに関するeラーニングシステムの開発

    2007

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Research Projects

  • Gamificaitionを用いたボードゲームで学ぶ情報セキュリティ

    2023.11 - 2024.10

    Awarding organization:公益財団法人セコム科学技術振興財団

    松本多恵

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    Authorship:Principal investigator 

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  • インターネットリスクをボードゲームに用いて楽しく学ぶことができる「親子で学ぶSNS処方箋」の開発と普及

    2023.4 - 2023.12

    Awarding organization:一般社団法人安心ネットづくり促進協議会 2022年度研究支援事業研究支援

    松本多恵

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    Authorship:Principal investigator 

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  • 視覚障がい児のための補助ゲーム支援ロボットの開発

    2022.3 - 2023.2

    System name:2021年度助成研究A-1

    Awarding organization:公益財団法人中山隼雄科学技術文化財団

    松本多恵

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  • AIを活用したリモート古民家再生プロジェクトーIoTを活用した言語化の難しい見積もり作業の勘・コツ・暗黙知(匠技術)の可視化 と技術伝

    2021.8 - 2022.3

    System name:令和3年度博物館・展示を活用した先端研究の可視 化・高度化事業

    Awarding organization:人間文化研究機構 総合地球環境学研究所

    松本多恵

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    Authorship:Principal investigator 

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  • AIを活用したリモート古民家再生プロジェクト

    2020.10 - 2021.3

    System name:令和2 年度博物館・展示を活用した先端研究の可視 化・高度化事業

    Awarding organization:人間文化研究機構 総合地球環境学研究所

    松本多恵

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  • サイバー被害に巻き込まれないためのGamificaitonを活用した情報セキュリティコンテンツの開発と実践

    2019.2 - 2020.2

    Awarding organization:公益財団法人 科学技術融合振興財団

    松本多恵

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    Authorship:Principal investigator  Grant type:Competitive

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  • 島根県内における教育向上と都市部との格差を解消する手法として Gamification を用いた e-learning コンテンツの開発と実践

    2017.10 - 2018.3

    System name:平成29年度女性教員に対する支援

    Awarding organization:島根大学

    松本多恵

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    Authorship:Principal investigator  Grant type:Competitive

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  • 異なるLMSに適応したGamification教材・コンテンツの開発

    2016.3 - 2018.2

    Awarding organization:公益財団法人 科学技術融合振興財団

    松本多恵

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    Authorship:Principal investigator  Grant type:Competitive

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  • 視覚障害児・生徒のためのe-learningを活用した漢字学習支援システムの開

    2014.4 - 2015.3

    Awarding organization:マリア財団

    松本多恵

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    Authorship:Principal investigator  Grant type:Competitive

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  • 視覚障害者のためのゲーミフィケーションを活用した漢字学習支援システムの開発と評価

    2014.2 - 2016.2

    Awarding organization:公益財団法人 科学技術融合振興財団

    松本多恵

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    Authorship:Principal investigator  Grant type:Competitive

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  • Motivation Strategy by using Word of Mouth

    2011.7

    tae matsumoto

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    Authorship:Principal investigator  Grant type:Competitive

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  • e-learning教育における双方向教材に関する研究

    2011.4 - 2012.3

    System name:平成23年度奈良女子大学若手女性研究者支援

    Awarding organization:奈良女子大学

    松本多恵

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    Authorship:Principal investigator  Grant type:Competitive

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  • e-learning教育におけるフロー理論とソーシャルゲームを活用した動機づけ戦略〜実証実験を通して検証・分析〜

    2011.4 - 2012.3

    Awarding organization:特定非営利活動法人依存 学推進協議会研究助成

    松本多恵

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  • e-learning教育におけるフロー理論とソーシャルゲームを活用した動機づけ戦略

    2011.3 - 2013.2

    Awarding organization:公益財団法人 科学技術融合振興財団

    松本多恵

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    Authorship:Principal investigator 

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Social Activities

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Media Coverage

  • ゲーミフィケーションを活用したeラーニング Internet

    産経ニュース、私塾界 その他  2012.9

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    eラーニングの抱える問題((高いドロップアウト率や学習モチベーションの維持が難しい、従来の対面での学習に比べて学習者へのインタラクティブ性が低いなど)をを解決する手法として「ゲーミフィケーション」を取り入れたコンテンツ、システムは有効であるか、実践実験を通して検証を行った。結果から、成績向上と学習意欲向上を示し、「ゲーミフィケーション」を取り入れたコンテンツはeラーニングが抱える問題を解決手法として有効である。実験内容を様々なメディアで取り上げていただきました。

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  • ゲーミフィケーションを活用したeラーニング教育の可能性について Internet

    株式会社すらら プレスリリース  2012.9

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