Research field (3):
Entertainment and game informatics
, Educational technology
, Library/information science, humanistic/social informatics
Research keywords (5):
Information Literacy Education
, informatics education
, Science education
, media study
, socio informatics
Research theme for competitive and other funds (7):
2023 - 2026 Digital Transformation (DX) of General Informatics Education
2014 - 2017 Development of classroom analysis fot the facilitation
2009 - 2012 Development of a foreign language short sentence prompt translation practice system base on a fuzzified determination procedure of the material
2006 - 2008 複眼評価を特徴とした電子アンケートシステムの開発研究
2005 - 2006 授業討論用グループウェアにおけるファジィ論的グループ構成基準の研究
2002 - 2005 Fuzzy evaluation of the educational contents in higher education and the educational system construction
2002 - 2004 A study on effective using of the fast internet in earth science and astronomy education
Hikita, Inagaki and Tashima. Design of a Social Media Simulator as a Serious Game for a Media Literacy Course in Japan. Book of Conference Abstract, IFIP TC3 OCCE2021 Digital Transformation of Education and Learning (Finland). 2021. 40-41
Media Literacy Learning with Social Media Simulators and the Formation of Learners Attitudes
(OCCE2024 2024)
SNSシミュレータによる学習者の態度形成
(大学ICT推進協議会2023年度年次大会 2023)
A Social Media Simulator for Media Literacy Education in Japanese schools and universities
(WCCE2022: World Conference for Computers in Education 2022)
Study of Survivors Storytelling about Sediment Disaster in Hiroshima, 2014
(2020)