2019 年 67 巻 5 号 p. 5_56-5_62
The present study proposes an icebreaker method for PBL with gamification. The proposed gamification delivers students opportunities to consider designs of artificial objects from a standpoint of Cognitive Psychology, which enhances readiness of problem findings in PBL. The present paper describes the results of analyses of reports by students as well as the results of evaluations of the gamification as learning activity. The report analyses showed that the students recognized importance of being interested in things of everyday life to realize problems and the necessity of activeness in the initial phase of team building. In addition, the evaluation results indicated that they found positive meanings of the learning activities connected, with interest, the learning activities to their own career.