The author has designed and performed a gaming for interdisciplinary energy system education. This study systematically assesses the learning effects of the gaming by analyzing the contents of reports from 90 students. By the assessment, the achievement level of learning targets, quantity and quality of active learning by students, and required improvements for the higher achievements are clarified. The learning targets of the gaming are to cultivate “the perspective to construct the energy system that accommodates the requests from society by technology selection” and “the ability and attitude to form consensus by getting over the difference in standpoints and values.” The 87% of students achieved at least one of two learning targets, and one-third of students achieved both of the targets. Further, a variety of learning beyond the contents prepared by the author were observed. These results suggest that the empirical learning by gaming is effective as a method for interdisciplinary energy system education, and can support the active learning of students. Further, the detailed analysis of learning effects is clarified to be useful to improve the debriefing of the gaming.
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