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Learning Games for Computer Literacy

研究課題

研究課題/領域番号 20K14089
研究種目

若手研究

配分区分基金
審査区分 小区分09070:教育工学関連
研究機関国際教養大学

研究代表者

GAYDOS Matthew  国際教養大学, 国際教養学部, 助教 (50866944)

研究期間 (年度) 2020-04-01 – 2022-03-31
研究課題ステータス 中途終了 (2021年度)
配分額 *注記
2,210千円 (直接経費: 1,700千円、間接経費: 510千円)
2022年度: 390千円 (直接経費: 300千円、間接経費: 90千円)
2021年度: 1,040千円 (直接経費: 800千円、間接経費: 240千円)
2020年度: 780千円 (直接経費: 600千円、間接経費: 180千円)
キーワードdesign / game-based learning / hybrid classrooms / Education / Game-based Learning / games / learning / computer literacy / higher education
研究開始時の研究の概要

This three year project explores recent work describing games as “tools to think with”, extending this theory to non-digital games designed to teach computer science education. The project explores the following key scientific question: How do players use games’ models as cognitive tools to reason with as they make sense of the world? Results from the project will improve our understanding of game-based learning theory while developing practical tools for computer science education in Japan.

研究実績の概要

At the outset, this project aimed to develop non-digital games for learning. Due to the pandemic, all in-person activities were initially cancelled and a limited number of students were allowed onto campus, making purely non-digital games difficult to develop, play test, and collect data around. To address these challenges, this project pivoted to the following research questions to be addressed in the new hybrid (online / offline) learning environments: How can students be supported in developing games or other designs through and for learning in these environments? Two approaches were taken to address this. First, a course designed for learning about digital games was adapted to support student-generated designs for game-based learning. These learning games were then played by other students (peers), remotely, at the end of the semester. The second approach was to work with two students in developing individual projects for hybrid, game-based community building and design. Player and design data was collected for both of these new approaches.

The PI and only researcher on this project left the University and the country prior to the project's completion, returning approximately 63% of the budget. Due to the project's early end and the ongoing global pandemic, the project's primary goals set out at the outset were unmet. Nevertheless, at the time of this report, the data that was collected is being analyzed for publication.

報告書

(2件)
  • 2021 実績報告書
  • 2020 実施状況報告書
  • 研究成果

    (4件)

すべて 2020

すべて 学会発表 (4件) (うち国際学会 3件、 招待講演 1件)

  • [学会発表] Computer literacy practices of university students in Japan.2020

    • 著者名/発表者名
      GAYDOS, Matthew Joseph; KINOSHITA, Anju
    • 学会等名
      Japan Society for Educational Technology Conference
    • 関連する報告書
      2020 実施状況報告書
    • 国際学会
  • [学会発表] Towards a Theory of Transformational Ethical Gameplay2020

    • 著者名/発表者名
      GAYDOS, Matthew Joseph; NARDO, Aline
    • 学会等名
      14th European Conference on Game-Based Learning,
    • 関連する報告書
      2020 実施状況報告書
    • 国際学会
  • [学会発表] Why Analog Games Now?2020

    • 著者名/発表者名
      GAYDOS, Matthew Joseph; JIMENEZ, Osvaldo
    • 学会等名
      14th European Conference on Game-Based Learning,
    • 関連する報告書
      2020 実施状況報告書
    • 国際学会
  • [学会発表] Game Design and Learning Research; How to promote understanding?2020

    • 著者名/発表者名
      GAYDOS, Matthew Joseph; NARDO, Aline
    • 学会等名
      Ludicious
    • 関連する報告書
      2020 実施状況報告書
    • 招待講演

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公開日: 2020-04-28   更新日: 2022-12-28  

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