著者
柳町 真子 布川 博士
出版者
日本感性工学会
雑誌
日本感性工学会論文誌 (ISSN:18845258)
巻号頁・発行日
pp.TJSKE-D-20-00046, (Released:2020-11-11)
参考文献数
31

With the spread of digital games, board games as analog games are also popular. There are several discussions focusing on educational methods using board games. However, although it is said that it will have improved communication skills and educational effects, there is not much specific analysis. It is considered impossible to conduct social experiments that only control the use of board games, and it is generally difficult to measure them. Therefore, in this study, based on the hypothesis that it is effective, we set the “Fundamental Competencies for Working Persons” by METI as educational effects for 24 types of board games and analyzed the relationship. This paper describes the results. In addition, we discuss whether board games can be generalized for playing and learning, and the “Fundamental Competencies for Working Persons” for educational effects.
著者
柳町 真子 布川 博士
出版者
日本感性工学会
雑誌
日本感性工学会論文誌 (ISSN:18845258)
巻号頁・発行日
vol.19, no.4, pp.361-368, 2020 (Released:2020-12-25)
参考文献数
31
被引用文献数
1

With the spread of digital games, board games as analog games are also popular. There are several discussions focusing on educational methods using board games. However, although it is said that it will have improved communication skills and educational effects, there is not much specific analysis. It is considered impossible to conduct social experiments that only control the use of board games, and it is generally difficult to measure them. Therefore, in this study, based on the hypothesis that it is effective, we set the “Fundamental Competencies for Working Persons” by METI as educational effects for 24 types of board games and analyzed the relationship. This paper describes the results. In addition, we discuss whether board games can be generalized for playing and learning, and the “Fundamental Competencies for Working Persons” for educational effects.