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アイテム
ゲーム要素を取り入れた原子力分野に関する対話アプローチに関する研究
https://doi.org/10.57375/0002000132
https://doi.org/10.57375/0002000132da417fb1-dd8d-422d-afc6-66d923e6130e
| 名前 / ファイル | ライセンス | アクション |
|---|---|---|
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| Item type | 紀要論文 / Departmental Bulletin Paper(1) | |||||||
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| 公開日 | 2025-10-30 | |||||||
| タイトル | ||||||||
| タイトル | ゲーム要素を取り入れた原子力分野に関する対話アプローチに関する研究 | |||||||
| 言語 | ja | |||||||
| 言語 | ||||||||
| 言語 | jpn | |||||||
| キーワード | ||||||||
| 言語 | en | |||||||
| 主題Scheme | Other | |||||||
| 主題 | Game, Dialogue, Understand, Interest, High-level radioactive waste | |||||||
| 資源タイプ | ||||||||
| 資源タイプ識別子 | http://purl.org/coar/resource_type/c_6501 | |||||||
| 資源タイプ | departmental bulletin paper | |||||||
| ID登録 | ||||||||
| ID登録 | 10.57375/0002000132 | |||||||
| ID登録タイプ | JaLC | |||||||
| アクセス権 | ||||||||
| アクセス権 | open access | |||||||
| アクセス権URI | http://purl.org/coar/access_right/c_abf2 | |||||||
| その他(別言語等)のタイトル | ||||||||
| その他のタイトル | A study of dialogue approach in the nuclear field incorporating game elements | |||||||
| 言語 | en | |||||||
| 著者 |
上村,祥代/石岡,勇人
× 上村,祥代/石岡,勇人
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| 著者(英) | ||||||||
| 姓名 | Sachiyo,Kamimura/Hayato,Ishioka | |||||||
| 言語 | en | |||||||
| 抄録 | ||||||||
| 内容記述タイプ | Abstract | |||||||
| 内容記述 | In recent years, energy policies have reaffirmed the role of nuclear power in decarbonization and ensuring a stable supply of energy. On the other hand, previous research has shown that interest among young people remains low. The government and nuclear operator are engaged in dialogue activities, but have not seen results. Therefore, a new approach that does not involve conventional methods is needed. In this study, we focus on gamification, which has a proven track record in the field of education. The purpose of this study was to confirm whether game elements could be applied to dialogue with young people in the nuclear field and to clarify their effect. As a result, we identified issues at the start, such as bugs in the game and time settings. Next, incorporating game elements into the dialogue showed changes such as increased understanding and interest among participants. However, when comparing the game elements with the conventional dialogue approach KJ method (without game elements), the results were equivalent. The results did not exceed the expected effect of the conventional method. On the other hand, it was suggested that incorporating game elements into dialogue would be appreciated to a certain extent. | |||||||
| 言語 | en | |||||||
| bibliographic_information |
ja : 福井工業大学研究紀要 号 55, p. 062-069, 発行日 2025-10-30 |
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| 出版者 | ||||||||
| 出版者 | 福井工業大学 | |||||||
| 言語 | ja | |||||||
| 出版タイプ | ||||||||
| 出版タイプ | VoR | |||||||
| 出版タイプResource | http://purl.org/coar/version/c_970fb48d4fbd8a85 | |||||||