Presentation 2022-03-04
Reflection Support System on Esports Play to Acquire Practical Knowledge in Esports
Minato Shikata, Tomoko Kojiri,
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Abstract(in Japanese) (See Japanese page)
Abstract(in English) In esports, players repeatedly make decisions to select actions according to the situation and objectives. In order to win the game, players need to have a large amount of procedural knowledge for selecting actions and metacognitive knowledge which represents their own decision-making tendencies. To acquire these two types of knowledge, it is effective to reflect on their own play. However, some players do not know what to think for reflecting their play and some players cannot discover characteristics of their play from multiple games. In this study, for supporting the acquisition of the procedural knowledge, we define the different reflection method according to the game situation and develop a system for encouraging players to think according to the method. In addition, we develop the system for presenting statistical information for their actions to promote the acquisition of metacognitive knowledge.
Keyword(in Japanese) (See Japanese page)
Keyword(in English) Knowledge Acquisition Support / Procedural Knowledge / Metacognitive Knowledge / Looking Back / Esports / Decision Making
Paper # ET2021-67
Date of Issue 2022-02-25 (ET)

Conference Information
Committee ET
Conference Date 2022/3/4(1days)
Place (in Japanese) (See Japanese page)
Place (in English) Online
Topics (in Japanese) (See Japanese page)
Topics (in English) Programming Learning Support, etc.
Chair Kenji Watanabe(Hiroshimai Univ.)
Vice Chair Yasuhiro Fujihara(Hyogo College of Medicine)
Secretary Yasuhiro Fujihara(Kochi Univ.)
Assistant Sho Yamamoto(Kinki Univ.) / Toru Kano(Tokyo University of Science)

Paper Information
Registration To Technical Committee on Educational Technology
Language JPN
Title (in Japanese) (See Japanese page)
Sub Title (in Japanese) (See Japanese page)
Title (in English) Reflection Support System on Esports Play to Acquire Practical Knowledge in Esports
Sub Title (in English)
Keyword(1) Knowledge Acquisition Support
Keyword(2) Procedural Knowledge
Keyword(3) Metacognitive Knowledge
Keyword(4) Looking Back
Keyword(5) Esports
Keyword(6) Decision Making
1st Author's Name Minato Shikata
1st Author's Affiliation Kansai University(Kansai Univ.)
2nd Author's Name Tomoko Kojiri
2nd Author's Affiliation Kansai University(Kansai Univ.)
Date 2022-03-04
Paper # ET2021-67
Volume (vol) vol.121
Number (no) ET-406
Page pp.pp.91-96(ET),
#Pages 6
Date of Issue 2022-02-25 (ET)