Case Studies of Applications to Encourage Students in Cyber-Physical Environment
People became to have convenient lives in ICT society using the Internet. However, convenience is not the purpose to live. It is only the method to get something or know something quickly. Especially for learning, students have to overcome many obstacles actively to know and get knowledge. How we make an attractive point to be interested in the object? For active learning, we have researched applications to make some attractive points for students using psychological methods. Also, we had to arrange much information to make a point in cyber-physical environments. This paper explains about 2 kinds of applications. One is an application for inside studying using a Player versus Player (PvP) game. Another is for outdoor studying using Bluetooth Low Energy (BLE) beacon at the national park in Nikko. We developed applications of e-learning not for convenience but to feel beyond the smartphone screen. According to our experiments, such application makes students active to know about the subject.
KeywordsComputer aided education Active learning BLE beacon PvP game Cyber-physical environment
Authors would like to express special thanks to Mr. Yoshihiko Sato (Metatechno Inc.) and members of Metatechno Lanka Company (Pvt) Ltd.) to test PvP game between Sri Lanka and Japan. Authors thank students who joined the experiment at Kamiichibukata Elementary School.
Also, authors would like to thank to all members of the committee for increasing satisfaction of tourists in Nikko. They provided us with information of Oku-Nikko and valuable advice. Authors thank to students who joined the experiment in Nikko.
JSPS Grant-in-Aid for Scientific Research Grant Number JP17H02249 and supports this research, and, the basis of this research was performed as a project of SCOPE (142303001).
- 1.TIMSS & PIRL. http://timss2015.org/#/?playlistId=0&videoId=0. Accessed 18 Jan 2019
- 2.The Results of TIMSS 2015: Minister of Education, Culture, Sports, Science and Technology Japan (Japanese only). http://www.mext.go.jp/component/a_menu/education/micro_detail/__icsFiles/afieldfile/2016/12/27/1379931_1_1.pdf. Accessed 18 Jan 2019
- 3.Nemoto, K., Takahashi, M., et al.: Gamification platform for supporting self-motivated and sustained actions. Trans. Inf. Process. Soc. Jpn. 55(6), 1600–1613 (2014)Google Scholar
- 4.Fujioka, D.: Development of teaching programs for children to learn by highly concentrated using gamification. Bull. Fac. Educ. Chiba Univ. 64, 143–149 (2016)Google Scholar
- 5.McGonigal, J.: Reality is Broken: Why Games Make Us Better and How They Can Change the World, p. 87. Penguin Books, New York (2011)Google Scholar
- 9.Sasaki, T.: Psychology of Tourism, Kitahojishobou, Kyoto, pp. 51–59 (2007)Google Scholar
- 10.Hiramatsu, Y., Ito, A., Sato, F.: A study of teaching digital literacy for children: moral education to use the internet on mobile phones. In: ADIS International Association for Development of the Information Society, Rome, vol. III, pp. 337–340 (2011)Google Scholar
- 11.Hiramatsu, Y., Ito, A., Sato, F.: A study of mobile application for children’s learning-based on study of Japanese old poetry. In: IADIS International Association for Development of the Information Society e-Learning 2012, Lisbon, Portugal, pp. 161–168 (2012)Google Scholar
- 12.Ito, A., Hiramatsu, Y., Shimada, F., Sato, F.: Designing education process in an elementary school for mobile phone literacy. J. Green Eng. 30, 307–324 (2013)Google Scholar
- 13.United States Patent No. US8,702,434B2 by Sanze Co., Ltd., Yasuo KakuiGoogle Scholar
- 14.Zeigarnik, B.V.: On finished and unfinished tasks. In: Ellis, W.D. (ed.) A Sourcebook of Gestalt Psychology. Humanities Press, New York (1967)Google Scholar
- 15.Hiramatsu, Y., Ito, A., Sato, F.: The site-specific learning model on mobile phones using Zeigarnik effect - designing collaboration tool for outdoor studying. In: HCII International Conference on Human-Computer Interaction, HCII 2013, Las Vegas, Posters, Part II, pp. 43–47 (2013)Google Scholar
- 16.Hiramatsu, Y., et al.: Recovering the traditional street with BLE beacons base on classification of travelers. In: The 3rd World Congress on Computer Applications and Information Systems 2016 (3rd WCCAIS 2016), Dubai, United Arab Emirates (2016)Google Scholar
- 17.Hiramatsu, Y., et al.: A service model using Bluetooth low energy beacons—to provide tourism information of traditional cultural sites. In: Service Computation 2016, Roma, Italy, pp. 14–19 (2016)Google Scholar
- 18.Ito, A., Hayashi, R., Hiramatsu, Y., Sasaki, A.: A study of designing process for tourism support mobile application applying psychological effects. IJRET: Int. J. Res. Eng. Technol. 7, 58–70 (2018)Google Scholar
- 19.OkuNikko. http://nikko-travel.jp/english/attract/oku_nikko.html. Accessed 8 Jan 2019
- 21.Maslow, A.H.: Motivation and Personality, 3rd edn. Pearson Education, Delhi (1987)Google Scholar
- 22.Lyubomirsky, S.: The How of Happiness: A New Approach to Getting the Life You Want, p. 213. Penguin Books, New York (2008)Google Scholar
- 23.Ekman, P.: Emotion Revealed: Recognizing Face and Feelings to Improve Communication and Emotional Life. Times Books, New York (2003)Google Scholar
- 24.Visit National Park, Minister of Environment. http://www.env.go.jp/en/nature/enjoy-project/index.html. Accessed 18 Jan 2019