@article{oai:naruto.repo.nii.ac.jp:00027585, author = {安藤, 幸 and 賀川, 昌明 and 安田, 哲也 and 岡田, 晶子 and 漆原, 和美 and 木下, 奈津子 and ANDO, Miyuki and KAGAWA, Masaaki and YASUDA, Tetuya and OKADA, Akiko and URUSHIHARA, Kazumi and KISITA, Natuko}, journal = {鳴門教育大学研究紀要, Research bulletin of Health and Living Sciences, Naruto University of Education}, month = {Mar}, note = {The aim of this study is to devise an application software for aiding 'Representative Rhythm Play' in Physical Education and to investigate it's effectiveness. An application software for aiding 'Representative Rhythm Play' was 'Animal Land'. It consisted of a top menu and a side menu. The top menu consisted of Cover, Explanation for use, Animals in the zoo, Animals in the natural field and Examples for 'Representative Movement' of animals. The selection of animals was based on how to express the movement quality. The practical experimental lessons of 'Representative Rhythm Play' consisted of five hours as one unit. Second grade elementary school pupils were used as subjects. In the first lesson, pupils were showed digital teaching materials using computers and projectors and then they were taught how to use them. After they were able to use digital teaching materials using lap top computers by themselves. We let pupils fill in questionnaires after each lesson. The results of the pupil's reaction can be summarized as follows: Almost half of the pupils were interested in digital teaching materials. They accepted the use of computers positively. However, further devise of digital teaching materials is required to allow pupils the use of them more easily concerning effective sound and explanatory words., 国立情報学研究所『研究紀要公開支援事業』により電子化。}, pages = {5--14}, title = {体育学習を支援する「学習支援ソフト」の開発 : 表現リズム遊び「どうぶつランド」を事例として}, volume = {19}, year = {2004}, yomi = {アンドウ, ミユキ and カガワ, マサアキ and ヤスダ, テツヤ and オカダ, アキコ and ウルシハラ, カズミ and キシタ, ナツコ} }