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  1. 紀要論文
  2. 実践女子大学人間社会学部紀要(Online ISSN: 2432-3543)
  3. 第22集

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/10.34388/0002000420
fb2dde7c-9aab-4f79-9105-7d1f8cfa5902
名前 / ファイル ライセンス アクション
人間社会22-5.pdf 人間社会22-5.pdf (139 KB)
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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

en ISHIHARA-SHINEHA, Seiko(Personal)
SHINEHA, Seiko

ja ROR 実践女子大学 01k9bj230

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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
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
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