| Paper Abstract and Keywords |
| Presentation |
2026-03-04 15:30
Development of Gamified Educational Materials and Instruction to Cultivate AI Literacy in Secondary School Students Tadakazu Sakakura, Yoshito Nishita, Shinji Sakamoto, Tatsuya Kitagawa (KIT) SITE2025-99 IA2025-98 |
| Abstract |
(in Japanese) |
(See Japanese page) |
| (in English) |
With recent advances in AI technology, there is a growing demand for individuals to acquire skills that enable them to effectively utilize AI while understanding its ethical issues and associated risks. Although initiatives in higher education are steadily advancing, approaches to AI literacy in elementary and secondary education are still under development. The purpose of this study is to develop gamified teaching materials that foster AI literacy among junior high and high school students, even in educational settings where facilitators with advanced AI expertise are not available. The proposed materials (1) provide opportunities for students to reflect on AI applications, (2) examine AI-related concerns and risks, and (3) reinforce foundational knowledge of AI. In addition, a lesson plan incorporating these materials was designed. Results from pilot testing suggest that the materials have the potential to enhance learners' motivation and promote active learning. |
| Keyword |
(in Japanese) |
(See Japanese page) |
| (in English) |
Society 5.0 / AI literacy / Gamification / Board game / / / / |
| Reference Info. |
IEICE Tech. Rep., vol. 125, no. 378, SITE2025-99, pp. 149-155, March 2026. |
| Paper # |
SITE2025-99 |
| Date of Issue |
2026-02-24 (SITE, IA) |
| ISSN |
Online edition: ISSN 2432-6380 |
Copyright and reproduction |
All rights are reserved and no part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording, or any information storage and retrieval system, without permission in writing from the publisher. Notwithstanding, instructors are permitted to photocopy isolated articles for noncommercial classroom use without fee. (License No.: 10GA0019/12GB0052/13GB0056/17GB0034/18GB0034) |
| Download PDF |
SITE2025-99 IA2025-98 |
| Conference Information |
| Committee |
IA SITE IPSJ-IOT |
| Conference Date |
2026-03-03 - 2026-03-05 |
| Place (in Japanese) |
(See Japanese page) |
| Place (in English) |
Okinawa Industry Support Center |
| Topics (in Japanese) |
(See Japanese page) |
| Topics (in English) |
Internet and Information Ethics Education, etc. |
| Paper Information |
| Registration To |
SITE |
| Conference Code |
2026-03-IA-SITE-IOT |
| Language |
Japanese |
| Title (in Japanese) |
(See Japanese page) |
| Sub Title (in Japanese) |
(See Japanese page) |
| Title (in English) |
Development of Gamified Educational Materials and Instruction to Cultivate AI Literacy in Secondary School Students |
| Sub Title (in English) |
|
| Keyword(1) |
Society 5.0 |
| Keyword(2) |
AI literacy |
| Keyword(3) |
Gamification |
| Keyword(4) |
Board game |
| Keyword(5) |
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| Keyword(6) |
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| 1st Author's Name |
Tadakazu Sakakura |
| 1st Author's Affiliation |
Kanazawa Institute of Technology (KIT) |
| 2nd Author's Name |
Yoshito Nishita |
| 2nd Author's Affiliation |
Kanazawa Institute of Technology (KIT) |
| 3rd Author's Name |
Shinji Sakamoto |
| 3rd Author's Affiliation |
Kanazawa Institute of Technology (KIT) |
| 4th Author's Name |
Tatsuya Kitagawa |
| 4th Author's Affiliation |
Kanazawa Institute of Technology (KIT) |
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| Speaker |
Author-1 |
| Date Time |
2026-03-04 15:30:00 |
| Presentation Time |
25 minutes |
| Registration for |
SITE |
| Paper # |
SITE2025-99, IA2025-98 |
| Volume (vol) |
vol.125 |
| Number (no) |
no.378(SITE), no.379(IA) |
| Page |
pp.149-155 |
| #Pages |
7 |
| Date of Issue |
2026-02-24 (SITE, IA) |