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Featured researches published by Yoshihiko Kubota.


human-agent interaction | 2014

Tangible earth: tangible learning environment for astronomy education

Hideaki Kuzuoka; Naomi Yamashita; Hiroshi Kato; Hideyuki Suzuki; Yoshihiko Kubota

To support astronomy education, we developed a tangible learning environment called the tangible earth system. To clarify its problems, we defined an assessment framework from the aspects of curriculum guidelines, design guidelines of tangible learning environments, and epistemology of agency. Based on the analysis of our small-scale user study, we identified problems of the system in terms of location, dynamics, and correspondence parameters.


international conference on human-computer interaction | 2017

Development of a Tangible Learning System that Supports Role-Play Simulation and Reflection by Playing Puppet Shows

Hiroshi Sasaki; Toshio Mochizuki; Takehiro Wakimoto; Ryoya Hirayama; Sadahide Yoshida; Kouki Miyawaki; Hitoki Mabuchi; Karin Nakaya; Hiroto Suzuki; Natsumi Yuuki; Ayaka Matsushima; Ryutaro Kawakami; Yoshihiko Kubota; Hideyuki Suzuki; Hideo Funaoi; Hiroshi Kato

This paper describes the development of a tangible puppetry role-play simulation system called “EduceBoard”, which enables students to role-play, based on various character’s voices, in role-play simulation. It is to be noted that students are unable to play the diverse roles of children due to psychological inhibition and other factors in face-to-face self-performed role-play. EduceBoard is a tangible puppetry role-play simulation system that assists improvisational role-play, such as microteaching, by enabling students to play using puppets. It also provides web animation and comment functions for reflecting upon their play, recorded in a server. This paper describes the design specifications and implementation of the EduceBoard system, and discusses the current and future system applications.


international conference on human-computer interaction | 2017

Exploiting Bodily Movement to Regulate Collaborative Learning by Designing a Tablet-Based CSCL System

Hideyuki Suzuki; Hideo Funaoi; Yoshihiko Kubota

This paper describes the design of XingBoard (Crossing Board) system from the viewpoint of bodily control of interaction. XingBoard is a tablet-based tool that supports a bi-directional transition between personal and collective activities in collaborative learning process. For this purpose, this system provides a shared space for discussion comprised of multiple, connected tablet terminals and allows users to move post-it like cards from one terminal to another. In addition, the sys-tem can copy cards from a shared space to each learner’s tablet for individual work, which consists of reflection on or revision of the results of the group discussion. To evaluate the system from an interaction perspective, we record scenes where a group of 4 subjects use XingBoard. As a result of interaction analysis, it turns out that XB, by its tangible nature, supports collaborative work by enabling learners to use their bodily movements as interaction re-source.


international conference on human-computer interaction | 2017

Thoughts on Effective Learning Procedure for Tangible Learning Environment Based on Embodied Design

Hideaki Kuzuoka; Ryo Kimura; Yuki Tashiro; Yoshihiko Kubota; Hideyuki Suzuki; Hiroshi Kato; Naomi Yamashita

Based on an observational study of astronomy education using a tangible globe system, this paper aims to elicit implications for effective learning procedure for tangible learning environments. By analyzing the experiment based on “embodied design” concept, we found that, when appropriate instruction is not provided, intuitive operability of tangible user interface at times rather disturbs learners’ thinking opportunities. We also found that by properly limiting the information to show learners, the system can make learners be more conscious of the meaning of manipulating tangible objects and result in better understanding of the learning content.


IEICE technical report. Education technology | 2014

Supporting Historiogram-based reflection on discussion by collaborative commenting system using tablet terminals

Hideyuki Suzuki; Hideo Funaoi; Yoshihiko Kubota


Society for Information Technology & Teacher Education International Conference | 2013

Cartoon-based Teaching Simulation that Helps Student Teachers Improve Their Lesson Plans

Toshio Mochizuki; Yoshihiko Kubota; Hideyuki Suzuki


Society for Information Technology & Teacher Education International Conference | 2011

Cartoon-based teaching simulation: How student teachers consider their lesson plans during the simulation

Toshio Mochizuki; Yoshihiko Kubota; Hideyuki Suzuki


Educational technology research | 2011

Effect of Experience-based Network Communication Morals Education

Haruo Hasegawa; Yoshihiko Kubota; Shinichi Nakasato


EdMedia: World Conference on Educational Media and Technology | 2011

Support of Presentation Slide Making from a Manga in Teaching Multivoiced Presentation

Hideo Funaoi; Hideyuki Suzuki; Yoshihiko Kubota; Toshio Mochizuki


Society for Information Technology & Teacher Education International Conference | 2010

Cartoon-based Teaching Simulation for Reflective Improvement of Lesson Plans in Pre-service Teacher Training

Toshio Mochizuki; Yoshihiko Kubota; Hideyuki Suzuki

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Hiroshi Kato

The Open University of Japan

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Rintaro Hirasawa

Joetsu University of Education

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Haruo Hasegawa

Hyogo University of Teacher Education

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