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Development of an SNS education game for higher-grade elementary school children

Published: 10 January 2019 Publication History

Abstract

Increasing numbers of older elementary school children are receiving smartphones from their parents and using social network service (SNS) applications. The Ministry of Education, Culture, Sports, Science, and Technology of Japan (MEXT) has been promoting information morals education by issuing educational guidelines, because such morals (which include ethics, understanding and following the law, and information security knowledge and skills) are essential when using SNSs. However, schools are struggling to find sufficient time for information morals education, meaning the guidelines' goal for children "to be proactive, interactive, and learning deeply" is not currently being achieved. In this paper, we describe our plans for an SNS education game, which we propose to set as homework during the summer holidays in order to reduce the burden on teachers and achieve the Ministry's aims in practice. This game is designed to fulfill six requirements and takes into account pupils' characteristics, as well as the features and issues with existing educational games.

References

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Cabinet office, Preliminary report of the Internet-meditated environment among younger generations (FY 2017), http://www8.cao.go.jp/youth/youth-harm/chousa/h29/net-jittai/pdf/sokuhou.pdf (Japanese docoment)
[2]
Tokyo Metropolitan Government: Office for Youth Affairs and Public Safety, Brief report of the usage of smartphones/cellphones among younger generations in FY 2016, http://www.metro.tokyo.jp/tosei/hodohappyo/press/2017/05/25/documents/15.pdf (Japanese document)
[3]
ZENKYOREN, Survey of smartphones among children, http://nedan.ja-kyosai.or.jp/column/20170908_child_no14.html (Japanese document)
[4]
MEXT, Improvement of information morals education, http://www.mext.go.jp/a_menu/shotou/zyouhou/detail/1369617.htm (Japanese document)
[5]
MEXT, Brief report of the working conditions among Japanese teachers (FY 2016), http://www.mext.go.jp/b_menu/houdou/29/04/__icsFiles/afieldfile/2017/04/28/1385174_001.pdf (Japanese document)
[6]
Daisuke Fujikawa, Active Learning and Gamification: A Consideration on Design of "Subjective, Interactive and Deep Learning, Chiba University. Graduate School of Humanities and Social Sciences Research Project Reports 319, pp. 1--9, (2017) (Japanese document)
[7]
MEXT, Tendencies of children on each development stage and the points to be noted, http://www.mext.go.jp/b_menu/shingi/chousa/shotou/053/shiryo/attach/1282789.htm (Japanese document)
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MHLW, Manual for operation guidelines applicable for after-school children's clubs, pp. 23--24 (Japanese document)
[9]
MEXT, The model curriculum table for information morals education, http://www.mext.go.jp/component/a_menu/education/detail/_icsFiles/afieldfile/2010/09/07/1296869.pdf (Japanese document)
[10]
MEXT, Proposals for "The guidelines on information-oriented education, Chapter 5: Information morals education," http://www.mext.go.jp/b_menu/shingi/chousa/shotou/056/shiryo/attach/1249674.htm (Japanese document)
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SONY, Boku no Natsu Yasumi official site, http://www.jp.playstation.com/scej/title/bokunatsu/ (Japanese document)
[12]
Osamu Akimoto, Kochira Katsushika-ku Kameari Koen-mae Hashutsujo, SHUEISHA Inc.
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Ei-ichiro Oda, ONE PIECE, SHUEISHA Inc.
[14]
Kodai Kasai, Study of a Serious Game for Learning the Etiquette of Social Networking Services by Experiences, BA Thesis at Future University Hakodate (2016) (Japanese document).

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  1. Development of an SNS education game for higher-grade elementary school children

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    IC4E '19: Proceedings of the 10th International Conference on E-Education, E-Business, E-Management and E-Learning
    January 2019
    469 pages
    ISBN:9781450366021
    DOI:10.1145/3306500
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Published: 10 January 2019

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    Author Tags

    1. educational guidelines
    2. gamification
    3. information morals

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