WEKO3
アイテム
Making Games, Making Communicators: Engaging Social Sciences and Humanities(SSH) Students through Serious Game Design in Japanese Higher Education
https://doi.org/10.34388/0002000420
https://doi.org/10.34388/0002000420fb2dde7c-9aab-4f79-9105-7d1f8cfa5902
| 名前 / ファイル | ライセンス | アクション |
|---|---|---|
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| アイテムタイプ | 紀要論文 / Departmental Bulletin Paper(1) | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 公開日 | 2026-03-10 | |||||||||
| タイトル | ||||||||||
| タイトル | Making Games, Making Communicators: Engaging Social Sciences and Humanities(SSH) Students through Serious Game Design in Japanese Higher Education | |||||||||
| 言語 | en | |||||||||
| 言語 | ||||||||||
| 言語 | eng | |||||||||
| キーワード | ||||||||||
| 言語 | en | |||||||||
| 主題 | STS( science, technology, and society) | |||||||||
| キーワード | ||||||||||
| 言語 | en | |||||||||
| 主題 | serious games | |||||||||
| キーワード | ||||||||||
| 言語 | en | |||||||||
| 主題 | science communication | |||||||||
| キーワード | ||||||||||
| 言語 | en | |||||||||
| 主題 | public engagement | |||||||||
| 資源タイプ | ||||||||||
| 資源タイプ識別子 | http://purl.org/coar/resource_type/c_6501 | |||||||||
| 資源タイプ | departmental bulletin paper | |||||||||
| ID登録 | ||||||||||
| ID登録 | 10.34388/0002000420 | |||||||||
| ID登録タイプ | JaLC | |||||||||
| 著者 |
ISHIHARA-SHINEHA, Seiko
× ISHIHARA-SHINEHA, Seiko (creator)
e-Rad_Researcher
40713269
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| 抄録 | ||||||||||
| 内容記述タイプ | Abstract | |||||||||
| 内容記述 | Public engagement with science and technology( S&T) suffers from participation gaps, with those from social sciences and humanities (SSH)backgrounds historically underrepresented as both audiences and participants in science communication. In Japan, rigid educational tracking into STEM or SSH fields by late high school contributes to mutual indifference between these domains, leaving SSH students disengaged from S&T topics. This article explores an intervention addressing this gap: a practice-based course in which Japanese undergraduate SSH students design serious analog games on socio-technical issues. I draw on a multi-year educational practice at a women’s university in Japan (2020–2023) involving approximately 22 SSH undergraduates each year in a semester-long serious game design course. Data sources included classroom observations, students’ design artifacts, reflection essays, and focus group interviews with former participants (conducted two years postcourse). Qualitative findings suggest that researching issues, iterating prototypes, and refining rules fostered stakeholder perspective-taking, raised interest in S&T, and increased confidence in discussing science–society dilemmas. Students reported growing ownership and facilitation skills that supported dialogue on an equal footing, challenging expert–layperson hierarchies. Several teams voluntarily brought games to science events and facilitated visitor conversations, reinforcing an identity shift from passive learners to public-facing dialogue facilitators. | |||||||||
| 言語 | en | |||||||||
| bibliographic_information |
ja : 実践女子大学人間社会学部紀要 en : Jissen Women's University Studies of Humanities and Social Sciences 巻 22, p. 21-41, 発行日 2026-03-10 |
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| 出版者 | ||||||||||
| 出版者 | 実践女子大学 | |||||||||
| 言語 | ja | |||||||||
| item_10002_source_id_9 | ||||||||||
| 収録物識別子タイプ | EISSN | |||||||||
| 収録物識別子 | 24323543 | |||||||||
| item_10002_source_id_11 | ||||||||||
| 収録物識別子タイプ | NCID | |||||||||
| 収録物識別子 | AA12048098 | |||||||||