Search results for author:"Masahiro Yachi"
Total records matched: 7 Search took: 0.148 secs
World Conference on Educational Media and Technology 2012 (Jun 26, 2012) pp. 1466–1469
This research proposes a streaming video lecture player with note taking interface. Although it became common to visually archive lectures or classes and deliver through the network, lack of interactions between instructor and learners has been...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2008 (Nov 17, 2008) pp. 4029–4034
This paper proposes a web-application for language learners to dub video contents into their target language. Although video contents have been used to show the actual situation of using target language in language education, effectiveness of...
World Conference on Educational Media and Technology 2008 (Jun 30, 2008) pp. 1623–1633
This research proposes a zooming and scrolling interface for computer-based reading tests, which handles vertical Japanese sentences. Although CBT (Computer-Based Testing) has been used in several areas, there are still some concern about the...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009 (Oct 26, 2009) pp. 789–794
This research is an attempt to use animation to display complex math problems on computer-based testing. To translate math problem into mathematical expression is one of the key factors in math. However, examinees who cannot understand the literal...
World Conference on Educational Media and Technology 2009 (Jun 22, 2009) pp. 3128–3133
The effectiveness of games in learning had already been studied in “Motivating Login”. This paper describes the effectiveness of games as a part of the Blended Learning. We analyzed the log data from blended leaning service “plus i” which blends...
Can Social Network Games Influence Continuous Learning Motivation - A study based on an analysis of large scale e-learning service for junior high school students
Ryodai Furuno; Yasuhiro Maekawa; Masahiro Yachi; Takayuki Furukawa; Sadaki Tanisugi; Yuki Ono; Kanji Akahori
World Conference on Educational Media and Technology 2012 (Jun 26, 2012) pp. 1669–1674
This paper describes the effect of introducing a social network game linked with individual’s study workload, to an e-learning service for junior high school students. Researches show that the motivation in learning often declines in the middle...