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2026 (Current Year) Faculty Courses Liberal arts and basic science courses Humanities and social science courses

Collaboration across STEM and Liberal Arts: Science and Engineering Education and Gaming [1]

Academic unit or major
Humanities and social science courses
Instructor(s)
Kentaro Nagahara
Class Format
Lecture (Face-to-face)
Media-enhanced courses
-
Day of week/Period
(Classrooms)
5-6 Mon (W9-607号室(西9号館6階)7/23(木)5-6限のみWL1-301(レクチャーシアター))
Class
-
Course Code
LAH.C645
Number of credits
100
Course offered
2026
Offered quarter
2Q
Syllabus updated
Mar 9, 2026
Language
Japanese

Syllabus

Course overview and goals

This course is a 1-credit course.
Only students who meet the conditions ① and ② can enroll.
① Be enrolled before 2021.
② You must have already earned one credit in a liberal arts advanced subject.
Students enrolled in 2022 or later cannot take this course.

[Collaboration across STEM and Liberal Arts]are study group-type subjects that will start in 2024. Each time, students will engage in discussions with guest lecturers who are active leaders in their various fields. Together with participating doctoral graduate students, we will explore new developments and possibilities in convergence science.
[Note 1] If the number of applicants for a course exceeds the course capacity, registrants will be selected by lottery based on the registration status on the Web System for Students and Faculty. The lottery will be conducted during the designated period prior to the first day of the course. Please make sure to complete the course registration by the deadline stated in the respective course syllabus.
[Note 2] Group work will be conducted in English, but Japanese may be used if consensus can be reached within the group. Moderators and instructors will give lectures in Japanese, to be translated by ZOOM's translation function.
[Note 3] Students will take an e-learning session on research ethics in the first class. Submission of the “session-completion certificate” is required.

Course description and aims

Through this course, students will aim to acquire the following abilities:
1) Actively engage in initiatives to convey their expertise.
2) Engage in dialogue with members from diverse backgrounds collaboratively.
3) Understand and practice researcher ethics and codes of conduct.
4) Create intellectual exchange platforms alongside guest contributors.
5) Contribute to the establishment and expansion of the university's human network, focusing on doctoral students.
6) Understand lectures by experts based on interdisciplinary themes in education and connect them to deeper learning.
7) Present the outcomes of group work.
The objective is to cultivate leadership, interdisciplinary skills, and communication abilities as researchers through these pursuits.

Keywords

Mathematical Education, Industrial Education, STEM/STEAM Education, Development of Games, Game Engines, Design Thinking, Inquiry-Based Learning

Competencies

  • Specialist skills
  • Intercultural skills
  • Communication skills
  • Critical thinking skills
  • Practical and/or problem-solving skills

Class flow

This course consists of in-person classes held at the Ookayama Campus.
Details for each session are provided in the Course Schedule, so please be sure to check it.
In principle, classes run from 13:30 and end around 15:10. However, only on Thursday, July 23, the class will start at 13:15 and end around 14:55.
The class is limited to 50 students per section. If enrollment exceeds the limit, a lottery will be conducted before the first class meeting.
In Session 1 (June 15; first class), we will provide an orientation and explain how to complete the research ethics e-learning module.

Course schedule/Objectives

Course schedule Objectives
Class 1

[June 15th (Monday), 5th-6th period, In-person class]
Instructor: Kentaro Nagahara (Institute of Science Tokyo)
Overview: Introduction to this course and guidance on taking the e-learning module on research ethics.

We will conduct e-learning on research ethics, and details regarding this will be communicated during the class.

Class 2

[June 22th (Monday), 5th-6th period, In-person class]
Guest Speaker: Ikuo Tatsumi (Osaka Institute of Technology)
Lecture Title: The Potential of 3D Printer Teaching Materials
Overview: Low-cost 3D printers, which became popular around 2010, have evolved rapidly and are now becoming widely used in the field of education. The draft guidelines for the development of teaching materials for junior high schools, announced in 2019, also added 3D printers, and junior high school students are now moving towards an environment where they can use this technology on a daily basis. However, the development of teaching materials in the field is still not sufficient, and there is a need for specific teaching materials to make effective use of 3D printers.
In this class, we will introduce the latest 3D printer technology, including some that has not yet been announced, and explore the potential of new teaching materials, especially for junior high and high school students. Let's think together about the future of education that utilizes 3D printers.
References: None specified.

Taking into account the content covered in this course, please ensure that the initial report assignment aligns with the topics discussed during the first class.

Class 3

[June 29th (Monday), 5th-6th period, In-person class]
[This class will be held in English.]
Guest Speaker: Anders Blomqvist, Vetenskapens Hus, KTH Royal Institute of Technology & Stockholm University
Lecture Title: To Be Announced
Overview: This extended interactive session explores how physical experience and material representation can support understanding and communication of quantitative relationships in science and engineering. Drawing on work developed in collaboration with Björn Hedin (KTH Royal Institute of Technology) and implementations in the Swedish STEM learning environment Vetenskapens Hus, the session examines embodied and tangible approaches to engaging with abstract data and concepts across disciplines.
The workshop-oriented format invites participants to move between personal meaning, physical exploration, and representational thinking. Through dialogue, embodied activities, and collaborative modelling tasks, participants will consider how perception, scale, and material form influence interpretation of quantitative information in different disciplinary contexts.
Substantial time is devoted to participant exploration and reflection. The session emphasises how affective engagement and physical interaction can support conceptual reasoning and interdisciplinary understanding, aligning with the course theme of collaboration across STEM and liberal arts.
References: None specified.

Taking into account the content covered in this course, please ensure that the initial report assignment aligns with the topics discussed during the first class.

Class 4

[July 13th (Monday), 5th-6th period, In-person class]
Guest Speaker: Akio Matsuzaki (Saitama University)
Lecture Title: Problem Solving in Mathematics Using Scientific Calculator
Overview: We will use scientific calculator as a tool for solving mathematical problems. We will consider a new approach beyond computational thinking 1.0, and it is differ from computational thinking 2.0 on the premise of using scientific calculator in mathematics education by trying to solve questions from the National Achievement Test and the Common Test for University Admissions using scientific calculator.
References: None specified.
Note: Scientific calculator is lending.

[This class will be held in English.] Preparatory tasks: reviewing high school calculus.

Class 5

[July 23rd (Thursday) 13:15-14:55, In-person class]
[Note: For this session only, the start time will be 15 minutes earlier.]
[Note: Today’s classes will be conducted according to the Monday schedule (held on Thursday).]
<Title>
(Part 1) Shibusawa Kou's Game Development / In charge: Erikawa
(Part 2) Game Development Process for Creating Something New / In charge: Hayashi
(Part 3) Designing Game Engines to Make it Easier to Turn New Ideas into Products / In charge: Mishima

<Schedule>
13:15 - 13:45 Part 1
13:45 - 14:05 Part 2
14:05 - 14:50 Part 3
14:50 - 14:55 Q&A
(Note) A Q&A session will continue afterward; however, students enrolled in this course may leave once 100 minutes have passed from the start of the class.

<Lecturer and Lecture Summary>
(Part 1) Yoichi Erika(Koei Tecmo Games Co., Ltd.)
(Lecture Summary) I will talk about the founding philosophy and management policy of the Koei Tecmo Group, my thoughts on games as a game producer, Shibusawa Kou, and a message to the students.

(Part 2)Hayashi Yousuke (Koei Tecmo Games Co., Ltd.)
(Lecture summary) I will explain the process by which game titles are delivered to customers at KOEI TECMO GAMES.

(Part 3)Hirosato Mishima (Koei Tecmo Games Co., Ltd.)
(Lecture Summary) In order to efficiently produce high-quality content that is full of imagination, game development teams develop and utilize frameworks called game engines. In this lecture, we will explain the design of such frameworks, using KOEI TECMO GAMES' original game engine, KatanaEngine, as an example.

References: None specified.

Taking into account the content covered in this course, please ensure that the initial report assignment aligns with the topics discussed during the first class.

Class 6

[July 27th (Monday), 5th-6th period, In-person class]
Guest Speaker: Shigeru Iemoto (Chuo University)
Lecture Title: Creating the Future of Education with Design Thinking
Overview: This lecture will explore educational content that integrates perspectives from both STEM fields such as mathematics and computer science, and humanities. Focusing on inquiry activities conducted in junior high and high schools, students will design teaching materials that pique their interests using the process of design thinking, particularly through group work.
References: None specified.

[* INPORTANT *] Please sign up for a free ChatGPT account before class begins.

Class 7

[August 3rd (Monday), 5th-6th period, In-person class]
Instructor: Kentaro Nagahara (Institute of Science Tokyo)
Title: Measuring 3D Shapes
Overview: Measure three-dimensional models created with a 3D printer and summarize their outlines in groups.
References: None specified.

It is assumed that you can handle drivers and nippers, but if you feel uncertain, please research and familiarize yourself with them beforehand.
[IMPORTANT]: Please complete the report assignment communicated during the first class and submit it accordingly.

Study advice (preparation and review)

To enhance your learning outcomes, please refer to the relevant references if provided before each class. Additionally, since each class is independent, it is strongly recommended to proceed with writing the final report assignment after attending each class to effectively create the report.

Textbook(s)

Please refer to the references provided in the course schedule.

Reference books, course materials, etc.

Please refer to the references provided in the course schedule.

Evaluation methods and criteria

A report assignment will be given. The expected length of the report is approximately 3000 to 4000 characters in Japanese, and1500 to 2000 words in English. You may choose to write the report in either language.
It is mandatory to complete the e-learning on research ethics and submit the completion certificate through Science Tokyo LMS. Further instructions will be provided after the initial guidance session.

Related courses

  • None

Prerequisites

While there are no specific instructions, please make sure to attend each class diligently.

Contact information (e-mail and phone) Notice : Please replace from ”[at]” to ”@”(half-width character).

nagahara[at]ila.isct.ac.jp

Office hours

Please send an email us in advance.

Other

This is the same course as “Collaboration across STEM and Liberal Arts: Communicating from Professional and Educational Perspectives” which was offered in 2024. Please note that students who have already taken and received credits for this course in 2024 cannot take this course.