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Demand Survey for AI Agent Educational Serious ...

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March 04, 2026
13

Demand Survey for AI Agent Educational Serious Games

社会学の授業で発表したスライド
現在進行中のプロジェクトを社会学/ゲームの教育効果の観点から調査・評価した。

Avatar for ナツ

ナツ

March 04, 2026

Transcript

  1. Demand Survey for AI Agent Educational Serious Games Analysis of

    Contemporary Issues from Historical Evolution s1330019, Matsuda Naoto March 4, 2026 University of Aizu
  2. Sociological Context: Historical Significance of Simulation Education War Games Tactical

    Simulation Chess AI Thinking Measurement FLE AI Capability Benchmark 1
  3. Contemporary Problem: Limitations of Practical AI Access Friend’s Voice Shows

    Reality • ”GPU too expensive to run AI” • ”Subscription AI also expensive” • ”Same as car games?” FLE Evidence Factorio Learning Environment • Claude 3.5-Sonnet: 21.9% success rate • Human players: 100% success rate Car Game Analogy Real Race Cars ↓ Too expensive to buy Racing Games ↓ Experience through simulation Same for AI? Research Hypothesis AI agent specialized games have strong demand as economic alternatives 2
  4. Research Method: Combination of Quantitative & Qualitative Survey Quantitative Survey

    Google Form Survey • Target: 17 students • Multiple choice: 5 questions (Yes/No) • Free response: 10 questions Main Hypothesis: AI agent specialized games have strong demand as economic alternatives Qualitative Survey Deep Dive Interviews • Semi-structured interviews • Zoom chat format • Collection of specific response examples Verification Targets: 1. Main hypothesis 2. Demand-recognition gap 3. Expectation-specificity gap 4. Relationship between awareness and design 3
  5. Surprising Discovery: Contradictions Shown by Numbers & Testimonies Quantitative Data

    Contradiction 82.4% Interest in Game Learning 47.1% Feel Cost Problems AI Measurement Game Awareness • Know: 47.1% • Don’t know: 52.9% Qualitative Data Evidence Contradictory responses from same person: ”Yes. I like playing games, and I think it would be fun. It might also be a more efficient way to learn.” ”No. I think there is a lot of free knowledge and information avail- able online to learn AI.” Why this contradiction? 4
  6. Expectation vs Reality Gap: Learning Content Specificity Issues Vague Learning

    Goals ”I would teach it how to chat with people so that it can help people who feel lonely.” → Interest in application rather than technical learning Efficiency Doubts ”Games may help people remem- ber better, but lectures are usually more efficient.” Hidden Technical Barriers ”I have never played PC games be- cause I do not know how to play them and my computer does not have enough specifications.” → Existence of entry barriers Discovery High expectations exist, but learning content is vague and technical hurdles also exist 5
  7. Key Discovery: Three Gaps Issues Revealed by Survey 1. Demand-Recognition

    Gap • High interest in game learning • Low recognition of cost barriers • Cause: Lack of understanding of actual development costs 2. Expectation-Specificity Gap • High expectations for learning effects • Vague desired learning content • Cause: Lack of understanding of practical aspects of AI technology 3. Awareness-Design Gap • Low awareness of AI measurement games • Hindering appropriate learning tool design • Cause: Lack of education on historical context Path to Solution Solving these gaps is key to effective AI agent educational game design 6
  8. Future Research Issues: Two Important Questions Is AI learning democratization

    through serious games possible? Question 1 Why are things people want to learn through game learning so vague? • Lack of systematization in AI technology education? • Gap between practice and theory? • Lack of methodology for learning goal setting? Question 2 What specific elements are needed for effective AI agent game design? • Application of Factorio-style optimization elements • Gradual skill acquisition system • Practical feedback mechanisms Next Step: Hypothe- sis verification through 7
  9. Conclusion: Coexistence of Possibilities and Challenges Confirmed Possibilities • High

    learning demand (82.4%) • Sociological basis (History of simulation education) • Technical examples (FLE, AI measurement games) • Economic needs (Existence of access barriers) Market Environment • Expansion of serious games market • Increase in AI education demand • Spread of gamification learning Challenges to Solve Resolution of Three Gaps • Demand-recognition • Expectation-specificity • Awareness-design • Reduction of technical entry barriers • Clarification of learning goals Final Outlook By bridging gaps, democratization of AI agent experimental environments and innovation in software development education become possible 8