Rchr
J-GLOBAL ID:202001015573113423   Update date: Apr. 26, 2024

SAKAI Hironori

サカイ ヒロノリ | SAKAI Hironori
Affiliation and department:
Other affiliations (1):
  • Kyoto Institute of Technology
Research field  (3): Hygiene and public health (non-laboratory) ,  Learning support systems ,  Educational technology
Research keywords  (15): well-being ,  Quality of Life ,  Healthcare ,  Play ,  Motivation ,  Leadership ,  Health Education ,  CareerCounseling ,  Playful Learning ,  Clinical Thanatology ,  Mental Health ,  Serious Game ,  Gamification ,  Instructional Design ,  Educational Technology
Research theme for competitive and other funds  (1):
  • 2021 - 2025 Development of the Interaction Models of Engagement Factors that Increase the Likelihood of Learning in Online Learning
Papers (13):
  • Hironori SAKAI, Yasufumi OSONO, Michikazu ONO. Examining the Effects of Games on the View of Life and Death: A New Perspective on Suicide Prevention for Young People. Japanese Journal Clinical Thanatology. 2024. 28. 1. 41-53
  • Hironori SAKAI, Toru FUJIMOTO, Michikazu ONO. Examining the Effects of a Game about Death and Loss on University Students’ Self Growth Feeling: Focusing on Death Education Experience -. Journal of Digital Games Research. 2024. 17. 1. 1-12
  • Hironori SAKAI. A Study on Young People's Views of Life and Death and Games. 2022. 15. 41-55
  • Hironori Sakai. Examples of Gamification Applications and Future Possibilities: Examples of Implementation in Companies, Government, and Schools and Their Effects. The journal of the Institute of Electronics, Information and Communication Engineers. 2021. 104. 10. 1105-1109
  • The Development and Evaluation of Project-Based Learning Regarding Social Issues through Industry-Government-Academia Collaboration. 2020. 48. 64-69
more...
MISC (1):
  • The Effect of Gamification Training on the Worker's View of Work and Work. 2016. 16. 5. 217-220
Lectures and oral presentations  (29):
  • The Impact of Gamified Instruction on Classroom Assignments by Learner Type
    (2023)
  • The Effect of Novel Games about Death and Loss on Students' Personal Growth
    (Proceedings of 13th Auual Conference Digital Games Research Association JAPAN 2023)
  • A Study of Differences in Subjective Attitudes Toward Gamified Activities and School Lessons -Using the Gamification User Types Hexad Scale
    (2022)
  • Effects of a Learning Program Using a Game that Simulates Second-person Death - Focusing on the SOC (Sense of Coherence) -
    (2022)
  • SDGs
    (2022)
more...
Works (5):
  • Stress Management (SMG)
    SAKAI, Hironori, AYA, Chiaki, CHIBA, Jun 2017 - 現在
  • Asset allocation
    SAKAI, Hironori, AONO, Shigeru, HARA, Kentaro 2015 - 現在
  • Riskn ✕ Taken
    SAKAI, Hironori, SHIMIZU Toshihiro 2018 -
  • AsZ Land
    SAKAI, Hironori, SHIMURA, Go 2011 -
  • Humor Assessment Tool
    SAKAI, Hironori 2010 -
Education (3):
  • 2019 - 2022 Waseda University Graduate School of Human Sciences
  • 2017 - 2019 Waseda University Graduate School of Human Sciences
  • 2013 - 2017 Waseda University School of Human Sciences Department of Human Informatics and Cognitive Sciences
Professional career (1):
  • Doctor of Human Sciences (Waseda University)
Work history (5):
  • 2023/04 - 現在 The University of Tokyo Interfaculty Initiative in Information Studies
  • 2020/04 - 現在 Kyoto Institute of Technology
  • 2020/04 - 2023/03 Musashino Gakuin University Faculty of International Communication Professor
  • 2019/07 - 2023/03 Musashino Gakuin University EdTech Research Institute Director
  • 2019/04 - 2020/03 Musashino Gakuin University International Center
Committee career (4):
  • 2022 - 現在 日本教育工学会 大会企画委員
  • 2021 - 現在 日本デジタルゲーム学会 研究委員
  • 2021 - 2022 日本デジタルゲーム学会 第12回年次大会実行委員
  • 2021 - 2021 日本デジタルゲーム学会 2021年夏季研究発表大会実行委員
Awards (1):
  • 2018/03 - Digital Games Research Association Japan Digital Games Research Association Japan, Incentive Award The Effect of Mental Health Education Game on the Trust of Employees
Association Membership(s) (8):
Japanese Society for Clinical Thanatology ,  Japan Association for College and University Education ,  Japanese Society of Health Education and Promotion ,  The Japan Association of Job Stress Research ,  Japan Society for Educational Technology ,  Japanese Positive Health Psychology Society ,  Community for Innovation of Education and learning through Computers and communication networks ,  Digital Games Research Association Japan
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