@techreport{oai:ipsj.ixsq.nii.ac.jp:02007427, author = {坂倉,忠和 and 西田,義人 and 坂本,真仁 and 北川,達也 and Tadakazu Sakakura and Yoshito Nishita and Shinji Sakamoto and Tatsuya Kitagawa}, issue = {50}, month = {Feb}, note = {近年のAI技術の進展に伴い,倫理的な問題や危険性を理解した上で効果的に利用できるスキルが求められている.高等教育においての取り組みは進んでいるが,初等・中等教育では模索している状況である.本研究の目的はAIに精通したファシリテータがいない状況でも,中高生に対してAIリテラシを育むことのできるゲーミフィケーション教材を提供することである.この教材は1)AIの活用法及び2)AIの懸念事項・危険性を考えるきっかけを与えるとともに,3)AIの基礎知識を定着させるものである.また,この教材を用いた授業計画を設計した.本教材の実証実験を行った結果,本教材が学習者の学習意欲を高め,能動的な学習を促進する可能性があることを示した., With recent advances in AI technology, there is a growing demand for individuals to acquire skills that enable them to effectively utilize AI while understanding its ethical issues and associated risks. Although initiatives in higher education are steadily advancing, approaches to AI literacy in elementary and secondary education are still under development. The purpose of this study is to develop gamified teaching materials that foster AI literacy among junior high and high school students, even in educational settings where facilitators with advanced AI expertise are not available. The proposed materials (1) provide opportunities for students to reflect on AI applications, (2) examine AI-related concerns and risks, and (3) reinforce foundational knowledge of AI. In addition, a lesson plan incorporating these materials was designed. Results from pilot testing suggest that the materials have the potential to enhance learners' motivation and promote active learning.}, title = {中高生のためのAIリテラシを育むゲーミフィケーション教材と授業の開発}, year = {2026} }