2023 Fiscal Year Final Research Report
Discovering and Supporting Mentoring through Project-Based Learning (PBL) That Connects Online Games and Society
Project/Area Number |
20H04468
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Research Category |
Grant-in-Aid for Scientific Research (B)
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Allocation Type | Single-year Grants |
Section | 一般 |
Review Section |
Basic Section 90010:Design-related
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Research Institution | Meijo University |
Principal Investigator |
Taguchi Junko 名城大学, 都市情報学部, 准教授 (50759488)
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Co-Investigator(Kenkyū-buntansha) |
林 憲吾 東京大学, 生産技術研究所, 准教授 (60548288)
西村 武司 山陽学園大学, 地域マネジメント学部, 准教授 (80574029)
熊澤 輝一 総合地球環境学研究所, 研究基盤国際センター, 准教授 (90464239)
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Project Period (FY) |
2020-04-01 – 2023-03-31
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Keywords | ゲーミフィケーション / ゲーム / 地域資源 / 持続可能性 / PBL |
Outline of Final Research Achievements |
This study examined the elements necessary for project-based learning (PBL) that leverage children's and youth's interest in online games as high motivation and skills and link them to sustainability issues in the real world. We conducted research on changes in awareness and behavior toward sustainability issues through game playing and viewing games that have gained popularity and high sales, such as "Minecraft" and "Sakuna: Of Rice and Ruin." In addition to the use of games, the concept of "imaginative play" ranging from role-playing to simulation was introduced, and PBL was developed in the Ishitohaku district of Gujo City, Gifu Prefecture, to revive with children the "Kanjiki," a folk tool that is being lost in the region.
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Free Research Field |
建築教育・都市環境教育
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Academic Significance and Societal Importance of the Research Achievements |
本研究の成果は、ゲームプレイや視聴が持続可能性課題への意識・行動変容への期待に一定の効果をもたらすことを示した。また、ゲームを利用したPBLの設計方法については、ゲーム内の創造やシミュレーションに閉じることなく、ゲーム外の要素と組み合わせることにより、多様な特性を持った人々がコラボレーションできる可能性を示唆している。このことは、オンラインゲームと社会とのつながりを考えるための一助となり、ゲームに強い関心を持つ子どもや若者の孤立を防ぐ一歩となり得る。
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