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Development and evaluation of a digital learning game for an ideal and step-by-step experiences of historical thinking

Research Project

Project/Area Number 18K02892
Research Category

Grant-in-Aid for Scientific Research (C)

Allocation TypeMulti-year Fund
Section一般
Review Section Basic Section 09070:Educational technology-related
Research InstitutionThe University of Tokyo

Principal Investigator

Ikejiri Ryohei  東京大学, 大学院情報学環・学際情報学府, 特任講師 (40711031)

Project Period (FY) 2018-04-01 – 2022-03-31
Project Status Completed (Fiscal Year 2021)
Budget Amount *help
¥4,290,000 (Direct Cost: ¥3,300,000、Indirect Cost: ¥990,000)
Fiscal Year 2020: ¥650,000 (Direct Cost: ¥500,000、Indirect Cost: ¥150,000)
Fiscal Year 2019: ¥3,250,000 (Direct Cost: ¥2,500,000、Indirect Cost: ¥750,000)
Fiscal Year 2018: ¥390,000 (Direct Cost: ¥300,000、Indirect Cost: ¥90,000)
Keywords教育工学 / 歴史教育 / ゲーム学習 / 歴史的思考力 / 歴史的思考 / 歴史学習 / デジタルゲーム / ICT / デジタルゲーム学習 / デジタルゲーム教材
Outline of Final Research Achievements

The importance of fostering historical thinking is increasing in high school history education. In this study, a digital learning game was developed that can encourage ideal and step-by-step experiences of historical thinking and can individually enhance historical thinking. Specifically, this learning game was structured in the following sequence. The opposing character on the game perform incorrect historical thinking based on typical difficulties in historical thinking for high school students. Then, the learner(player) corrects the error while receiving appropriate feedback individually. Moreover, the effectiveness of the learning game was verified with high school students. As a result, the learning game was confirmed to have a certain degree of individualized learning according to the stage of historical thinking and transition effects.

Academic Significance and Societal Importance of the Research Achievements

学術的意義としては、高校生の歴史的思考のレベルや生徒間の議論の質に依存せず、歴史的思考の理想的・段階的な議論を個別に体験・学習させられる方法を開発した点が挙げられる。社会的意義としては、学習指導要領の高校歴史科で求められている歴史的思考について、WEBページ(https://rekiseeker.net)にアップロードされた本デジタルゲーム教材を通して、誰でも効果的に学べるようになった点が挙げられる。

Report

(5 results)
  • 2021 Annual Research Report   Final Research Report ( PDF )
  • 2020 Research-status Report
  • 2019 Research-status Report
  • 2018 Research-status Report
  • Research Products

    (7 results)

All 2022 2021 2019 Other

All Journal Article (1 results) Presentation (4 results) (of which Int'l Joint Research: 1 results) Book (1 results) Remarks (1 results)

  • [Journal Article] 学びの過程からみる歴史教育2019

    • Author(s)
      池尻良平
    • Journal Title

      歴史評論

      Volume: 828 Pages: 41-49

    • Related Report
      2018 Research-status Report
  • [Presentation] Development and Formative Evaluation of a Learning Game for Overcoming Typical Difficulties in Historical Thinking2022

    • Author(s)
      Ryohei Ikejiri
    • Organizer
      International Conference of the Learning Sciences Annual Meeting 2022
    • Related Report
      2021 Annual Research Report
    • Int'l Joint Research
  • [Presentation] 歴史的思考のつまずきを乗り越えるデジタルゲーム教材の開発と評価2022

    • Author(s)
      池尻良平
    • Organizer
      日本教育工学会2022年春季全国大会(第40回)講演論文集
    • Related Report
      2021 Annual Research Report
  • [Presentation] 理想的な歴史的思考を段階的に体験できるデジタルゲーム教材の開発2021

    • Author(s)
      池尻良平
    • Organizer
      日本教育工学会2021年春季全国大会(第38回)
    • Related Report
      2020 Research-status Report
  • [Presentation] 協調的な歴史的類推を促すオンライン教材の開発 -真正な問題提示と効果的なグループ編成の両立を目指して-2019

    • Author(s)
      池尻良平, 吉川遼,澄川靖信
    • Organizer
      全国社会科教育学会研究大会
    • Related Report
      2019 Research-status Report
  • [Book] 歴史教育「再」入門 歴史総合・日本史探究・世界史探究への”挑戦”2019

    • Author(s)
      前川修一, 梨子田喬, 皆川雅樹
    • Total Pages
      10
    • Publisher
      清水書院
    • ISBN
      4389501119
    • Related Report
      2019 Research-status Report
  • [Remarks] レキシーカー

    • URL

      https://rekiseeker.net

    • Related Report
      2021 Annual Research Report

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Published: 2018-04-23   Modified: 2023-01-30  

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