Course title
1M9919001
Advanced Studies on Information and Media Education

OHASHI Yutaro
Purpose of class
The aim of the course is to provide students with an overarching awareness of the relationship between schools, education and the digital society, an understanding of the historical development of information and media education and the main theories and debates, and the ability to critically analyze current issues. Students will study game programming as a specific theme within information and media education.
Course content
In response to the development of the information society, the informatization of education is proceeding at a rapid pace, with programming education becoming compulsory in elementary schools, the subject of ”information” being reorganized in high schools, and ”Information (Informatics)” being added to the Common University Entrance Test. Furthermore, school education is in the process of changing as ICT is being promoted in school operations. In this class, we call this trend ”information and media education.” In addition, we will redefine education not only within the context of schools, but also within the larger framework of today’s advanced digital information society. We will focus not only on the content of education, but also on the methods of education and how their position in society develops and changes. We will study game programming as a specific theme within information and media education.
Goals and objectives
  1. To be able to acquire critical views of information and media education and be able to analyze them critically.
  2. To be able to understand the research, investigation and evaluation methods of sociology and informatics (information science and information engineering) and be able to write research papers and case studies.
  3. To be able to design and develop original games by learning game programming techniques.
Relationship between 'Goals and Objectives' and 'Course Outcomes'

Mini test (quiz) Report Total.
1. 10% 10% 20%
2. 10% 10% 20%
3. 40% 20% 60%
Total. 60% 40% -
Language
Japanese
Class schedule

Class schedule HW assignments (Including preparation and review of the class.) Amount of Time Required
1. Class Outline and Glossary
As an introduction to the class, the positioning of this class and why this course is meaningful to the students, and the terminology will be explained.
Textbook (Chapter 1) 200minutes
Read Chapter 1 of the textbook and learn the basics of grammar and syntax used in Processing. (Homework)
2. Fundamentals of programming
Learn about functions, dynamic drawing, debugging, and creating a roulette game (Chapters 1 and 2).
Textbook (Chapter 2) 200minutes
Read Chapter 2 of the textbook and review the lesson.
3. Slot machine and arrays
Students will create a slot machine and learn the fundamental concepts of arrays (Chapter 2).
Quiz (paper-based) 200minutes
A short quiz reviewing previous lessons will be administered during the first half of class.
4. Tic-Tac-Toe and 2D Arrays
Learn about creating game boards, 2D arrays, and turn switching to build more interactive games (Chapter 3).
Textbook (Chapter 3) 200minutes
Read Chapter 3 of the textbook and review the lesson.
5. Completion of Tic-Tac-Toe and AI development
Implementing reach / end determination and a simple game AI (Chapter 3).
Quiz (paper-based) 200minutes
A short quiz reviewing previous lessons will be administered during the first half of class.
6. Sudoku (1): Puzzle Logic
Learn about board creation, mouse/keyboard input, and initialization processing (Chapters 4 and 5).
Mid-term report 200minutes
Students will create a game utilizing what they have learned and compile it into a report.
7. Hackathon Day
Students will be divided into groups to work on hackathon projects.
Questionnaire 200minutes
Students submit what they learned at the hackathon via a questionnaire.
8. Sudoku (2): Application of Sudoku
Learn about completion checks, re-entering numbers, and applications to joint Sudoku puzzles (Chapters 4 and 5).
Textbook (Chapter 4 and 5) 200minutes
Read Chapter 4 and 5 of the textbook and review the lesson.
9. Minesweeper
Learn about neighborhood search (neighbor function) and left/right click handling (Chapter 6).
Quiz (paper-based) 200minutes
A short quiz reviewing previous lessons will be administered during the first half of class.
10. Reversi (1): Game Rules
Students will implement a more complex game. Students will learn about determining where stones can be placed, functions for passes, and the logic for flipping stones (Chapter 7).
Textbook (Chapter 7) 200minutes
Read Chapter 7 of the textbook and review the lesson.
11. Reversi (2): AI Implementation
Learn about player vs. AI matches and skip processing control (Chapter 7).
Quiz (paper-based) 200minutes
A short quiz reviewing previous lessons will be administered during the first half of class.
12. Object-oriented programming and breakout
Students will create a more dynamic Breakout game using object-oriented programming.
Students will use the concept of classes to describe entities like Player, Ball, and Block, and learn about collision detection (Chapter 8).
Textbook (Chapter 8) 200minutes
Read Chapter 8 of the textbook and review the lesson.
13. Final project
Students will apply what they have learned to create their final project.
Quiz (paper-based) 200minutes
A short quiz reviewing previous lessons will be administered during the first half of class.
14. Demo Day
Students will demonstrate the game created for the final project and receive feedback from other students and professor. Students will use the feedback to gain insights for refining the game.
Final report 200minutes
Students will create a game utilizing what they have learned and compile it into a report.
Total. - - 2800minutes
Evaluation method and criteria
Evaluation will be based on a quiz (60%) and report (40%), with a total score of 60 points or higher as passing grade.
Students who are judged to have a general understanding of the characteristics of the information society and contemporary issues related to education and game programming, and to be able to explain them in their own words using concepts studied in the class, will receive 60 points.
Feedback on exams, assignments, etc.
ways of feedback specific contents about "Other"
Feedback in the class
Textbooks and reference materials
大橋裕太郎(2024)『Processingではじめるゲームプログラミング』インプレス NextPublishing
Prerequisites
Please install Processing beforehand.
Office hours and How to contact professors for questions
  • Respond before or after class or via email.
Regionally-oriented
Non-regionally-oriented course
Development of social and professional independence
  • Course that cultivates an ability for utilizing knowledge
  • Course that cultivates a basic interpersonal skills
  • Course that cultivates a basic self-management skills
  • Course that cultivates a basic problem-solving skills
Active-learning course
Most classes are interactive
Course by professor with work experience
Work experience Work experience and relevance to the course content if applicable
N/A 該当しない
Education related SDGs:the Sustainable Development Goals
  • 4.QUALITY EDUCATION
Last modified : Sat Mar 14 14:14:07 JST 2026