広島商船高等専門学校研究報告書:Annual report
Online ISSN : 2760-0416
高専教育におけるゲーミフィケーションの導入に関する基礎研究
小川 春樹岡本 涼子下幸茂 美月廣田 里桜
著者情報
研究報告書・技術報告書 フリー

2025 年 1 巻 p. 18-22

詳細
抄録
Whilst gamification is still not widely known, its potential for use has been drawing a lot of attention. It has been reported that introducing a non-gaming activity or matter to a group of people can encourage them to engage in that activity spontaneously and continuously. In this study, following the theory of gamification, we gamified a lecture of a specialized subject (Logistics Facility Planning) in the KOSEN (National Institute of Technology) education. As a result, the students were able to maintain their motivation and enjoyed working on the tasks as if they were playing a game.
著者関連情報
© 2025 独立行政法人 国立高等専門学校機構 広島商船高等専門学校
前の記事 次の記事
feedback
Top