PLAY + PLACEMAKING = PLAYCEMAKING プレイスメイキング × ゲームベース学習

2025年〜 / 2025 - ongoing

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日付 / Date
2025年〜継続中 / 2025 - ongoing
場所 / Location
神奈川県 横浜市 (みなとみらい本町小学校) / Yokohama, Kanagawa (Minatomirai-Honcho Elementary School)
分類 / Category
参加型デザイン・教育 / Participatory Design & Education
参加メンバー / Members
  • マーシャル レオ / Léo MARTIAL (Creator)
  • 三浦 詩乃 / Shino MIURA (Supervisor)
  • 窪野 弘幸 / Hiroyuki KUBONO (Collaborator)
  • 川上 輝 / Hikaru KAWAKAMI (Assistant)
  • 平野 真生 / Mao HIRANO (Assistant)
  • 小川 泰雅 / Taiga OGAWA (Assistant)
  • 越川 慧大 / Keita KOSHIKAWA (Assistant)
  • 小熊 征太郎 / Seitaro OGUMA (Assistant)
  • 挾間 瑞喜 / Mizuki HASAMA (Assistant)
使用ツール / Tools
Godot Engine 4.5, Blender 4.5, MLIT PLATEAU, itch.io, Kenney Assets
公式サイト / Official site

ビジョン Vision

This project empowers children to become active participants in their city's future. By integrating Game-Based Learning (GBL) into urban planning, we transform complex civic challenges into engaging, proactive experiences. It is crucial to offer the younger generation tools that spark curiosity and foster a sense of ownership over their environment, moving beyond passive learning to active creation.

建築とゲームの架け橋 Bridging Architecture and Gaming

The boundaries between architecture, urban design, video games, and education are rapidly blurring. Today, architects and game designers share the same sophisticated tools — such as real-time 3D engines — and similar methodologies. We leverage this convergence to teach spatial thinking and collaborative design, demonstrating that the logic of game level design can effectively inform real-world community planning.

若者参加の課題 Challenges in Youth Participation

Youth participation in Japan faces cultural and structural hurdles:

  • シャイネス / Shyness: 人前で話すことへの躊躇 / limiting public speaking.
  • 受動性 / Passivity: 調和を重んじる文化 / perceived as social harmony.
  • 厳格な学校制度 / Rigid School System: 市民活動の機会が少ない / leaving little room for civic engagement.

ゲームベース学習 (GBL) の利点 Benefits of Game-Based Learning

Video games act as a "protective mediation" and enhance spatial thinking:

  • 3D認識と奥行き知覚の向上 / Improvement of 3D perception and depth.
  • 創造的・建築的なインスピレーションの発見 / Discovery of creative and architectural inspirations.
  • 戦略的思考の育成 / Development of strategic thinking.
  • チームワークと社会的つながりの促進 / Encouraging teamwork and social connections.

方法論 Methodology — 5 phases

We propose an open-source workshop framework structured in 5 phases.

  1. Phase 1 — データ取得 / Data Acquisition: 現地調査およびPLATEAU(GIS)オープンデータの活用 / field observation and use of PLATEAU (GIS) open data.
  2. Phase 2 — 目標によるデザイン / Design by Objectives: ミッションに基づくデザイン(例:日陰の創出、ベンチの設置など)/ mission-based design (e.g. creating shade, installing benches).
  3. Phase 3 — 協調的モデリング / Collaborative Modeling: 共同デザインおよび3Dモデリング体験 / co-design and 3D modeling experience.
  4. Phase 4 — インタラクティブな探索 / Interactive Exploration: サードパーソンコントローラーを用いたデザイン空間の探索 / exploring the designed space with a third-person controller.
  5. Phase 5 — 評価 / Evaluation: まちづくりやITへの関心に関するアンケート評価 / survey evaluation of interest in community design and IT.

ワークショップ Workshop — 17 December 2025, Yokohama

Conducted on 17 December 2025 at Minatomirai-Honcho Elementary School, Yokohama. The session is organized into 6 groups (approx. 5 students each), each supervised by a university assistant. The day combined a 10-minute introduction, 50 minutes of collaborative design on the theme "Minatomirai for Everyone" (targeting Takashima Central Park), and a 30-minute presentation and feedback session by professors and researchers.

写真 Photos

成果と数字 Outcomes & Figures

  • 0 — 予算ゼロで実施可能(オープンソース)/ Zero budget (Open Source).
  • 30+ — 参加学生数 / participating students.
  • 12 — 創出プロジェクト数 / projects created.
  • 9 — 協力者数 / collaborators.

Projects are saved and shared after the workshop to foster pride in the children's work, and to enable collaborative improvements over time.

関連論文 Related Publications

  • L. Martial, H. Kubono, S. Miura (2025): Game-Based Learning and Machizukuri — Gamification in youth participatory urban planning in Japan / Game Based Learning (GBL) とまちづくり: 日本における若者参加型都市計画のゲーミフィケーション. JSCE, The 72nd Conference on Infrastructure Planning and Management, 2025/11/21.
  • L. Martial (2019): A city is not a game — Urban development approaches and challenges by video games and smart cities / 都市はゲームではない:ビデオゲームとスマートシティによる都市開発のアプローチと課題. Géographie et cultures, 109, 55–72. doi:10.4000/gc.9986

関連リンク Related Links

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