Publications

Publications

  • Article Education Information Sciences Psychology and Education

    An Inquiry-Based Learning Support System for Children in Sports Acquisition Processes

    Masayuki Yamada
    Yuta Ogai
    Sayaka Tohyama

    This study examined an inquiry-based learning support system for children in sports acquisition processes and describes the characteristics of a case study on the long-term collaborative process of children’s forward and backward cycle practices on horizontal bars. We analyzed 18 horizontal-bar practices for two elementary schoolchildren who had not succeeded in their backward cycle for approximately half a year. They were required to make practice plans collaboratively to succeed in their forward and backward cycles. To support their practices, we provided them with “HDMi (HDMi is the name of a system we developed in the past.),” which was developed to support reflecting on one’s physical movements using movies. The movies were also used for discourse analysis to determine where the children focused, and OpenPose software was used for motion analysis to examine how the children’s actions improved on a horizontal bar. Both the HDMi and the discourse analysis suggested that two children selected their focusing points for their practice and they gradually became referring to “move toes toward opposite side of the bar” in the periods of practices. However, the motion analysis revealed that the focused points and actual movement of the body did not match completely.

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  • Article Information Sciences Others Psychology and Education Sociology

    Clarifying the Sharpened network diversity in French flair rugby

    Koh Sasaki
    Mitsuyuki Nakayama
    Eiji Kutsuki
    Kensuke Iwabuchi
    Takumi Yamamoto
    Ichiro Watanabe
    Hironobu Shimozono
    Jun Murakami
    Takashi Katsuta
    Takuo Furukawa
    Ichiro Kono

    This study aimed that open rugby, known as flair rugby, drives the modern game by analyzing the 2022-2023 international test matches of France representative team. We examined the superiority of a spatial tactic called French flair rugby. First, the advantage of creating a relatively large number of networks was demonstrated. From the transitivity analysis of the network (CUG test; Conditional Uniform Graph test), the cooperation occurs at a higher level than in other networks. The network graph structure showed which players functioned centrally at which time of match as unusual positions, i.e., multi-position and multi-skill. In this study, we operationally defined this diversity as the sum of the standardized eigenvector centralities. We found that the increase in the time-series score balance tended to reduce and sharpened the diversity. As a result of examining a scale-free model in network theory, Sharpening the diversity (central and transitive role players) tended of the network power law scaling.

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  • Article Education Interdisciplinary Sciences Psychology

    Review matching task to diagnose basic review ability

    Koki Saito
    Shohei Hidaka

    Software development begins with writing a requirement definition document (RDD) specifying what software is to be built, and the RDD should define the necessary and sufficient conditions the software must satisfy. Preferably, the RDD is reviewed to guarantee its quality. However, the quality of reviews of such documents is not easy to evaluate, due to various review styles and the logical complexity of RDDs. Therefore, we regarded the review ability as the ability to match an RDD with a software and developed a game to make a matching task that can assess review quality. The task has four types of relationships, two-by-two classes of necessity (i.e., the RDD has no irrelevant sentences to define the given software) and sufficiency (i.e., the RDD covers all the parts of the software), between requirements and software, which are expressed in verbal and nonverbal forms. Results suggest that the game likely sufficiently simulated the process of making/reviewing RDD in the requirement definition process. Therefore, it is suggested that the matching task created through the game can be adequate to assess the review ability.

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  • Special Issue

    Preface to the Special Issue

    Hirohisa Isogai

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  • Special Issue Education Psychology and Education

    Japanese elementary teachers’ problem-based learning through online professional development on teaching Japanese language learners in physical education  

    Takahiro Sato
    Chie Kataoka
    Ryan T. Miller
    Takafumi Tomura
    Yu Furuta
    Hirotaka Kizuka

    Public schools in Japan have become increasingly linguistically, ethnically, culturally, and religiously diverse (Furuta et al., 2022). In rural regions, the number of Japanese-national students is declining in schools, and education services are shrinking (Mantanle, 2014) because of the aging population and low birth rate. This has led to serious economic concerns such as a smaller workforce and fewer taxpayers. This means that school districts in Japan will need new immigrant residents who can contribute to the sustainable future of education in Japan. However, in order to adequately serve this new population, Japanese teachers will need to receive training and demonstrate pedagogical knowledge and skills in relation to social justice and diversity, and facilitate inclusive and effective learning opportunities for all students. Our research team conducted two exploratory studies focusing on (a) Japanese elementary school teachers’ positioning in teaching physical education to Japanese language learners (Furuta et al., 2022) and (b) Japanese elementary classroom teachers’ experiences with the involvement of immigrant parents regarding physical education (Tomura et al., 2024a). Based on the findings of these studies, our research team developed online professional development modules for teachers using a problem-solving approach as part of a project funded by the Japan Society for the Promotion of Science.

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  • Special Issue Others

    A case study of the use of match video analysis tools in Judo: Attempts of visualizing the competition realities of an athlete

    Ryosuke Ozaki
    Yuji Ozawa

    In this study, we analyzed match videos of a university Judo Player (Player A) utilizing the SPLYZA TEAMS matched video analysis tool. This is the first case study of Judo match analysis using the SPLYZA TEAMS software. A total of 13 matches involving Player A were analyzed in this study. Prior to the analysis, Player A formulated three hypotheses for the matching implementation. The analysis rejected two of the three hypotheses established at the beginning of the study. However, a notable trend emerged, revealing a proclivity for the Kumite situation for initiating Nage-waza from disadvantaged positions in matches that resulted in a loss. This novel finding was obtained by analyzing the data using the SPLYZA TEAMS software.

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  • Special Issue Environmental Sciences Psychology and Education Sociology

    The Effects of Positive and Negative Ions on esports Performance and Arousal Levels Part 2 -Testing Higher Ion Density-

    Goichi Hagiwara
    Hirokazu Funamori
    Masaru Matsumoto
    Seiji Takami
    Hiroaki Okano
    Daisuke Akiyama

    The purpose of this study was to investigate the psychological effects of higher positive and negative ion conditions on the arousal levels of esports players during a racing game. Participants (10 males) from a collegiate esports team were the participants in the study. The effects of higher concentrations of positive and negative ions were evaluated in a randomized crossover. Each participant performed two experiments four weeks apart; two experimental environments were used: positive and negative ions filling the atmosphere (PNI) condition and a control (CON) condition. A car racing game was employed as the performance task. Arousal was measured by the two-dimensional mood scale (TDMS) and electroencephalogram (EEG). EEG was used to measure arousal. The results showed that the level of arousal in the subjective assessment and the level of arousal in the EEG were significantly higher in the CON condition for PNI. In addition, PNI performed significantly better on the game task than in the CON condition. The present study demonstrated in positive and negative ion environments with higher concentrations than in the previous study, and the results showed higher arousal levels in subjective assessments, indicating that higher concentrations of ionic environments are beneficial for esports players.

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  • Special Issue Psychology and Education

    Practical research on the use of digital pens in high school rugby club activities

    Katsuro Kitamura
    Yuichiro Matsuura
    Toru Nakajima

    Tactics play a crucial role in sports; however, coaching presents various challenges. This study examined the impact of utilizing practice notes created with a digital pen capable of simultaneously recording and playing back both audio and texts/drawings on tactical understanding. The participants were high school rugby team members and coaches. The results of a four-month practical investigation revealed that the learning experiences of tactical understanding in high school rugby teams manifested through four categories: awareness of the difficulty of tactical understanding, exploration of experiential facts, contemplation, and integration into practice. It is speculated that the utilization of the digital pen not only encouraged a deeper understanding of tactics through the formation of a meta-perspective but also led to learning strategies aimed at activating knowledge.

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  • Special Issue Psychology

    Transferability of Multiple Object Tracking Skill Training to Professional Baseball Players’ Hitting Performance

    Ryousuke Furukado
    Yoshiko Saito
    Toru Ichikawa
    Kei Morikawa
    Daiki Enokida
    Hirohisa Isogai

    This study aimed to determine the effects of multiple object tracking (MOT) skill training on elite baseball players. Baseball demands athletes to exhibit a high level of dynamic movement and quick and accurate situational judgment in multiple situations, including offense, defense, and base running. However, current research has not clarified whether the effects of MOT skills training are transferable to baseball performance. We investigated whether MOT skill training influenced baseball hitting performance before and after the intervention. Twelve players from a Japanese professional baseball team participated, and the intervention spanned approximately five months. The MOT skills of all players significantly improved (n=12). Additionally, we assessed the changes in hitting performance following MOT skill training. The results revealed a significant trend toward an improvement in the zone contact rate, zone swing strike rate, and outside swing strike rate in the breaking ball condition, such as the curveball and slider, indicating a large effect size (n=6). Further research across various competition levels is necessary to explore the transfer effects of MOT training on baseball-specific parameters.

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  • Special Issue Information Sciences

    Development of Video Switching System in Sport Fields

    Yoshimasa Umehara
    Wenyuan Jiang
    Yoshito Nishita
    Yuhei Yamamoto
    Takeshi Naruo
    Shigenori Tanaka
    Akira Yokomichi
    Norio Fujimoto
    Toshihiro Akagi
    Shingo Hakamata

    In Japan, the Sport Basic Plan was formulated in 2012, which mentions not only the development of highly qualified sports instructors but also new perspectives such as the provision of programs in which everyone can enjoy the value of sports together. Against this background, trials of new technologies utilizing the latest ICT equipment such as sensor devices are being made. However, in college sports, where financial resources are often limited, shooting with hand-held video cameras is the most common method, which may cause the manager to overlook important scenes of play depending on his or her skill level. This problem affects not only competitors but also spectators. To solve this problem, we develop a system for capturing video images of the entire field with multiple fixed video cameras so that the system can automatically switch from one to another video of the most appropriate camera for the respective scenes of play. The results of the demonstration experiments in basketball and futsal showed that the switching video of the proposed technology can be utilized for tactical analysis in sports.

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