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メディア授業とは,メディアを利用して遠隔方式により実施する授業の授業時数が,総授業時数の半数を超える授業をいいます。 メディア授業により取得した単位は,卒業要件として修得すべき単位のうち60単位を超えないものとされています。
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Humans and computers mutually influence each other, creating beneficial and engaging effects. This lecture explores human-computer interaction by examining emerging technologies that have gained attention in recent years. Through hands-on experiences, participants will learn about the advantages of these technologies and develop the ability to leverage them to generate effective solutions for future challenges.
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This lecture is structured around a repeated cycle for each technology, consisting of three key phases: 1)understanding theories and case studies, 2)practical application of technology, and 3)sharing and reflection. Participants will have hands-on opportunities to engage with the technologies introduced in the course. During the practical application phase, participants are expected to explore and develop the use of these technologies independently outside of class hours. In the sharing and reflection phase, peer reviews will be conducted, allowing participants to gain new perspectives and discover innovative ways to utilize the technologies that they may not have noticed on their own.
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第1回
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Orientation
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- Guidance - Ice-break - Introductory lecture
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第2回
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Introduction to Computational Society
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- Lecture about computational society - Grouping/Pairing
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第3回
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Case Study 1
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- Technology introduction - Background explanation - Case study
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第4回
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Practical Application 1
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- Technology orientation - Practical application
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第5回
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Reflection 1
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- Sharing homework - Mutual review - Discussion
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第6回
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Case Study 2
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- Technology introduction - Background explanation - Case study
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第7回
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Practical Application 2
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- Technology orientation - Practical application
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第8回
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Reflection 2
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- Sharing homework - Mutual review - Discussion
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第9回
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Case Study 3
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- Technology introduction - Background explanation - Case study
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第10回
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Practical Application 3
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- Technology orientation - Practical application
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第11回
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Reflection 3
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- Sharing homework - Mutual review - Discussion
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第12回
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Mid-term individual presentation
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- Mid-term presentation - Discussion - Re-grouping
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第13回
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Group project 1
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- Proceed group project
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第14回
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Group project 2
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- Proceed group project
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第15回
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Final group presentation
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- Final presentation by PPT slides - Group discussion for the final report
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第16回
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Conclusion
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- Group discussion for the final report
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※AL(アクティブ・ラーニング)欄に関する注 ・授業全体で、AL(アクティブ・ラーニング)が占める時間の割合を、それぞれの項目ごとに示しています。 ・A〜Dのアルファベットは、以下の学修形態を指しています。 【A:グループワーク】、【B:ディスカッション・ディベート】、【C:フィールドワーク(実験・実習、演習を含む)】、【D:プレゼンテーション】
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A: 20% B: 20% C: 40% D: 20%
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This course's evaluation will be based on class activities, practical outputs, and presentations. Class Activities: 30% Practical Outputs: 50% Presentations: 20%
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備考
We don’t use a textbook. Required materials will be distributed during class.
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備考
Reference materials will be shared or distributed during the lecture as needed.
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HCI, Computational Society, User Interface (UI), User Experience (UX), Computer Science
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(教育)すべての人に包摂的かつ公正な質の高い教育を確保し、生涯学習の機会を促進する。 |
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Computer Graphics, ICT Seminar, Science and Technology Seminar I: Artificial Intelligence
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Office: Faculty of Education Building C, 2nd Floor, Room 209 Extension: 5525 E-mail: hsugino [at] yamaguchi-u.ac.jp
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There are no specific restrictions. Please feel free to contact me anytime, even for small questions. Inquiries by email are also welcome. When I am in the faculty room, I will do my best to respond unless I am engaged in activities such as online meetings.
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