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The Educational Significance of eSports Club Activities at High Schools in Japan — Based on FGI with Students Engaged in Activities

첫 페이지 보기
  • 발행기관
    한국e스포츠학회 바로가기
  • 간행물
    International Journal of eSports Studies 바로가기
  • 통권
    Vol.2 No.1 (2024.06)바로가기
  • 페이지
    pp.21-52
  • 저자
    Jun Seino, Yoshiaki Tsuboyama, Shintaro Gonda, Yoshio Takahashi
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A458382

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원문정보

초록

영어
The purpose of this research is to elucidate the educational significance for participating students of eSports club activities at high schools in Japan. It was decided to focus on students at four types of schools — public full-time ordinary course, public full-time technical course, private full-time ordinary course, and correspondence — affiliated with the North America Scholastic eSports Federation JAPAN (NASEF JAPAN). From these schools, students were selected at random according to grade level and sex ratio, and four focus group interviews (FGIs) were conducted, one in each school, with groups of six students each. The analysis was conceptualized and illustrated using the KJ method. This survey showed that there are commonalities in educational significance that can be achieved, even when school types differ, and that they can be achieved taking as a starting point the sociability and companions cultivated in club activities, i.e., and . Also, it was suggested that broadening of career development varies depending on whether, through eSports club activities, there is recognition of activities mindful of relationships and contact points between eSports and society, and whether there is recognition of eSports-specific specialized activities. On the other hand, specialized human resources education connected with development of industry through specialization for eSports is also likely to be significant, particularly at correspondence schools. Generally speaking, eSports club activities are connected with developing understanding of career education, and they are likely to be significant in allowing high school students who participate in eSports club activities to recognize that they are an opportunity for surveying the future, while touching on diverse values and having the same significance as sports.iamge

목차

Abstract
INTRODUCTION
METHOD
Selection of Research Subjects
Survey Method
Analysis Method
Ethics Application
RESULTS
Results for Public Full-Time High Schoo
Results for Public Technical High School
Results for Private Full-Time High School
Results for Correspondence High School
DISCUSSION
CONCLUSION
REFERENCES

키워드

eSports club high school students activity sociability companions

저자

  • Jun Seino [ Kiryu Univ., R&D Center for Smart Wellness City Policies, Univ. of Tsukuba ]
  • Yoshiaki Tsuboyama [ North America Scholastic eSports Federation JAPAN (NASEF JAPAN) ]
  • Shintaro Gonda [ North America Scholastic eSports Federation JAPAN (NASEF JAPAN) ]
  • Yoshio Takahashi [ Inst. of Health and Sport Sciences, R&D Center for Smart Wellness City Policies, Univ. of Tsukuba ]

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    한국e스포츠학회
  • 설립연도
    2019
  • 분야
    예술체육>기타예술체육

간행물

  • 간행물명
    International Journal of eSports Studies
  • 간기
    연간
  • pISSN
    2983-1148
  • 수록기간
    2023~2025
  • 십진분류
    KDC 691 DDC 794

이 권호 내 다른 논문 / International Journal of eSports Studies Vol.2 No.1

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