A Practice Report on the Active Learning Using Business Game for the Teacher Training Students
This paper describes a practice of business game using ICT (Information and Communication Technology, hereafter in ICT) prepared for the teacher-training course student. Since the Japanese primary and the secondary education, the environment of ICT in the classroom is improving. Furthermore, the forthcoming educational guidelines from the ministry are insisting on the active learning with ICT; it is more important to learn the active learning using ICT than ever. From the questionnaire survey, we examined how the students can use ICT for learning and what kind of difficulties the students have. As a result, it was speculated that students feel anxiety and difficulty in becoming teachers who do such classes because students have no experience of receiving active learning using ICT. In this study, as an example of active learning using ICT, we aim to make students experience business games using computer agents and aim to think more deeply about the possibility of using ICT for learning. In this paper, we describe the possibility of learning effect given by the design of the game using the computer agents. And we report the practice of business game using strategy agent. In the future, some concrete methods with ICT are also required such as mounting facilitating agents and simulating player agents in the game. This is research in progress.
KeywordsTeacher training course Active learning Business game Computer supported collaborative learning
- 1.MEXT: The Vision for ICT in Education - Toward the Creation of a Learning System and Schools Suitable for the 21st Century (2011). http://www.mext.go.jp/component/a_menu/education/micro_detail/__icsFiles/afieldfile/2017/06/26/1305484_14_1.pdf
- 5.Yokohama Business Game. http://ybg.ac.jp/. Accessed 03 July 2018
- 6.Shirai, H.: The Front Line of the Business Game, 30(4), 409–416 (2015). in Japanese Google Scholar