Playful AI Co-Creation and Remix-Based Digital Literacy Learning: Design and Implementation of an AI Generated Lecture ConsolePlayful AI Co-Creation and Remix-Based Digital Literacy Learning: Design and Implementation of an AI Generated Lecture Console
Shinya MIYAGAWAShinya MIYAGAWA
The 14th International Japanese Game Research Conference Replying JapanThe 14th International Japanese Game Research Conference Replying Japan(2026-08)
Shinya Miyagawa, Mamoru Endo, Mayu Urata, Takami YasudaShinya Miyagawa, Mamoru Endo, Mayu Urata, Takami Yasuda
2023 IEEE 12th Global Conference on Consumer Electronics (GCCE)2023 IEEE 12th Global Conference on Consumer Electronics (GCCE)578-579
(2023-10-10)
The Practice of Local Community Management Beyond the Organization by Utilizing Online Space and Avatar Technology and Examination of Communication Promotion.The Practice of Local Community Management Beyond the Organization by Utilizing Online Space and Avatar Technology and Examination of Communication Promotion.
Shinya MIYAGAWA, Mamoru Endo, Mayu URATA, Takami YASUDAShinya MIYAGAWA, Mamoru Endo, Mayu URATA, Takami YASUDA
The 11th International Japanese Game Research Conference Replying JapanThe 11th International Japanese Game Research Conference Replying Japan(2023-08)
AIを活用したゲーム型学習における成功認知と安全性判断の乖離に関する考察 ― プログラミング学習の観点から ―A Study on the Gap Between Perceived Success and Safety Judgment in AI-Powered Game-Based Learning ̿ From the Perspective of Programming Education ―
情報リテラシー学習支援における ゲーム要素と学習者特性を踏まえた試行と実践Games-Based Learning and Learner Characteristics in Information Literacy Support: Experimentation and Implementation
宮川慎也Shinya MIYAGAWA
日本デジタルゲーム学会 年次大会 予稿集Proceedings of Annual Conference, Digital Game Research Association JAPAN16
223-225
(2026-02-22)
ITリテラシー習得における反復型単語学習を⽤いた学習⽀援の実践Study of Learning Support Using Repetitive Vocabulary Learning in IT Literacy Acquisition
日本デジタルゲーム学会 年次大会 予稿集Proceedings of Annual Conference, Digital Game Research Association JAPAN14
165-166
(2024-02-23)
近年、人工知能の進展により、AI などの技術が普及しつつある。本研究は、今後、生成 AI がクラブ活動に与える影響を検討するためにも、技術学習への現状を明らかにすることを目的とする。生成AI が技術コミュニティ単位や連携による活動などにおいても新たな知的・探究手段の一機能として何が提供できるか、加えて、参加者同士の意義ある関係構築・促進における可能性を探求する。また、AI による技術学習への支援・改善が技術コミュニティにおける活動へ活用した場合の効率性や質の向上に寄与するかについても検討する。これにより、生成 AI がクラブ活動の持続可能性や発展にどのように寄与できるか考察を行う。
In recent years, with the advancement of artificial intelligence, technologies such as AI are becoming more prevalent. This study aims to clarify the current state of technology learning to examine the impact of generative AI on club activities in the future. We will also explore the possibilities for developing and promoting meaningful relationships among participants and what generative AI can offer as a new intellectual and exploratory tool for technical community units and collaborative activities. We will also examine whether AI can support and improve technical learning, thereby improving the efficiency and quality of activities in technical communities. This will allow us to consider how generative AI can contribute to the sustainability and development of club activities.
In recent years, with the utilization and development of cloud technology in the information society, many attempts have been made to solve many social issues. Due to the spread and increase of cloud services, the number of learning contents has increased remarkably. Therefore, it is necessary to acquire cloud technology appropriately in the information society. we report a practice aimed at continuously improving learning motivation in the acquisition and deployment of cloud technology. In addition, we considered the importance of gamification utilization in learning when task setting is difficult. In this study, we evaluate a sustainable approach in the rapidly changing field of cloud technology, analyze it based on actual case studies, and describe its future possibilities.
In recent years, a wide variety of content utilizing ICT has been produced. In addition, with the spread and increase of open source software, the content by ICT is further increasing. From the above, the environment and contents of independent programming learning Therefore, this research aims to develop ICT educational content that can lead to continuous and development through the management of the technical community. This time, at the technical events that have been held online so far. Report the results of the proposals and trials. In addition, in the field of information technology, which is considered to be short of human resources, we considered the flow of learning that leads from play to development. Through this initiative, we evaluate the usefulness of providing continuous learning content in the community. This suggests that the use of content from the technical community engaged in medium- to long-term activities may create a virtuous learning cycle for learners.
社会情報学会大会研究発表論文集The Society of Socio-Informatics Annual Conference Proceedings2022
28-32
(2022-09-02)
Regional cooperation is the key to the next phase of regional informatization. In this research, we have developed a method for promoting open data and developing human resources through collaboration between neighboring regions. The usefulness of the proposed method was confirmed through the implementation of various empirical events.
Regional cooperation is the key to the next phase of regional informatization. In this research, we have developed a method for promoting open data and developing human resources through collaboration between neighboring regions. The usefulness of the proposed method was confirmed through the implementation of various empirical events.
With the diversification of learning methods, the use of information technology to support learning that is not restricted by place or time is attracting attention. In this research, we aim to construct a security learning support system that incorporates VTuber. We constructed a place for pseudo problem solving and follow-up in a community that is continuously operating online with practical learning contents. In addition, through this initiative, we examined online learning support. As a result, we clarified the usefulness and concerns of online support systems in information security.
With the changes in the learning environment, attention is being paid to the nature of a learning system that is not constrained by the place or time of learning and the use of information technology tailored to the field. In this Research, we examined whether continuous follow-up for first-time learners was possible online by evaluating the learning outcomes through online programming learning practices and community activities for first-time learners who have been learning programming mainly online since the beginning. As a result, the usefulness and concerns of the online operation and learning system were clarified.
In Japan, we are aiming to realize individualized and optimized learning using information and communication technologies. As the number of learners is rapidly increasing, it is necessary to organize the means and attitude for proactive technical learning in the future. Therefore, the purpose of this study is to develop a continuous security learning environment using gamification. In this research, we report on the results of the online trials so far. In addition, we have studied a simulated problem-solving environment for actual information security and constructed a learning environment. We also evaluate the usefulness of the online security learning environment through this approach. These results suggest that the use of an online learning environment with game-like features may improve the learning motivation of beginning learners.
2024-09IEEE Student Branch Kyushu University Idea Competition - 1stIEEE Student Branch Kyushu University Idea Competition - 1st
(IEEE Region 10 Adhoq Committee on Entrepreneurship and InnovationIEEE Region 10 Adhoq Committee on Entrepreneurship and Innovation)
2026-05 - Technical Committee/Reviewer for ITET 2026Technical Committee/Reviewer for ITET 2026
(International Conference on Information Technology and Education Technology Co-sponsored by IEEE and Hiroshima City UniversityInternational Conference on Information Technology and Education Technology Co-sponsored by IEEE and Hiroshima City University)