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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  
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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
Date of Issue 2026-02-24 (SITE, IA) 


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