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Toru
Fujimoto
EDUCATION:
Doctor of Philosophy, Instructional Systems
(In Progress)
The
Pennsylvania State University, Fall. 2002- Current
Bachelor of Arts, Environmental Information
(Concentration on survey research design)
Keio University, Japan. Department of Environmental Information,
1997
WORK EXPERIENCE:
October 2007- Current Visiting Scholar,
Art
Research
Center,
Ritsumeikan
University.
June 2004- July 2006 Intern, Minitab Inc.
October 2003- May 2004 Graduate Assistant for Technology
Integration Certificate for K-12 Educators of Tomorrow (TICKET)
Program,
Penn
State
University
July-October 2003 Contract researcher, Mitsubishi
Research Institute Inc.,
Japan
Sep. 2000-May. 2002 Business Project Planner,
Coordinator of Educational Programs,
Department of Academic Enterprise, Keio Academic Enterprise Inc.
Oct. 1999-May 2000 Web site content
Planner, Rich Pictures Inc.
Apr. 1997-Sep. 1999 Business
Planning Staff, Nagase Brothers Inc.
Other Experience and Activity:
May 2004- Current Coordinator, Serious Games
Japan
・
Developed informational website and coordinated online community
for Japanese educational game researchers and developers
Sept – Dec. 2007 Program
Committee, Serious Games Sessions Europe 2007
・
Reviewed conference papers
Mar. - Sept. 2007 Reviewer, DiGRA conference 2007,
Digital Game Research Association.
・
Reviewed conference papers and organized reviewers as a track
chair
Oct. 2006- Mar. 2008 Outside project committee, Shibaura
Institute of
Technology,
Japan
・
Working as a expert to design a learning environment for the
university’s program
May 2004- May 2005 President,
Penn
State Japanese Friendship Association
September- December 2003 Intern, Japanese Program,
Penn
State
September 2003- Current Steering Committee member, Radical
Thinkers Discussion Series
PUBLICATIONS:
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Smith, B. K., Sharma, P., Lim, K. Y., Akilli,
G. K., Kim, K., Fujimoto, T., & Hooper, P. (2008). Finding meaning
in online, very-large scale conversation. In B. J. Jansen, A.
Spink & I. Taksa (Eds.), Handbook of Research on Web Log Analysis
(p. 307-328). Hershey, PA: IGI.
-
Fujimoto. T. (2008). The status of serious
games in the U.S. and Europe. The Serious Games Research Report.
(ch.4-1, 4-2, 4-3). Japan Association of Digital Contents.
-
Fujimoto, T. (2008). The status of serious
games in the U.S. and Europe. The White Paper of the TV Game
Industry, (ch.05-9), Media Create: Tokyo, Japan.
-
Marc Prensky, Fujimoto, T. (2007). “DON’T
BOTHER ME, MOM – I’M LEARNING: How Computer and Video Games Are
Preparing Your Kids for Twenty-first Century Success - and How You
Can Help! (Japanese translation). Tokyo Denki University Press:
Tokyo, Japan.
-
Fujimoto, T. (2007). Serious games:
Transforming education and society through digital games. Tokyo
Denki University Press: Tokyo, Japan.
-
Fujimoto. T. (2006). Serious games and next
generation contents. In the project final report of the next
generation foundational technology for contents creation (ch.4).
Japan Association of Digital Contents.
-
Sockman, B. R., Kirby, J. A., Kidwai, K.,
Fujimoto, T., and Albayrak-Karahan, M. (2005). Radicals on the
road in Chicago. TechTrends, 49(1).
-
Senoh, K., Fujimoto, T & Hashizume, R. (1998). The Setting and Management of a
Project Style ‘Learning Environment’ with Digital Media: A
media-based, learner-oriented education of ‘Social Research
(Inquiry)’ class at Keio University SFC, Computer &
Education, Vol.4 , pp64-74, (Japanese)
-
Fujimoto,
T. & Tsujimoto, M. (1996). Ideas for Reforming Information
Processing Education: A proposal based on research made at Shonan-Fujisawa-Campus
(SFC) Keio University,
Computer & Education, Vol.1, pp31-37, (Japanese)
PRESENTATIONS:
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Fujimoto, T. (2008). Games for Health in Japan, presented at Games
for Health Conference 2008, Baltimore, MD. 05/11/2008. Fujimoto,
T. (2007). Serious Games in Japan, presented at Serious Games
Sessions Europe 2007. Lyon, France. 12/03/2007. Fujimoto, T.
(2007). The current status and the new trend of serious games
movement. presented at the CESA Developers Conference at
University of Tokyo, Japan. 09/26/2007.
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Fujimoto, T. (2007). The business potential of serious games.
presented at the CESA Developers Conference at University of
Tokyo, Japan. 09/26/2007.
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Fujimoto, T. (2006). The frontline of serious games. presented at
the Japan Association of Simulation and Gaming conference at
Ritsumeikan University, Kyoto, Japan. 11/11/2006.
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Fujimoto, T., Beppu, F. (2006). Games for Health in Japan,
presented at Games for Health Conference 2006. 09/29/2006.
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Fujimoto, T. (2006). Serious games: addressing educational issues
with digital game technologies. presented at e-learning seminar at
Kumamoto University, Kumamoto, Japan. 08/09/2006.
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Fujimoto, T. (2006). Serious games: the concept, cases, and the
diffusion. presented at BEAT seminar at University of Tokyo,
Tokyo, Japan. 08/05/2006.
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Fujimoto, T. (2005). Serious Games: Japan. presented at the
Serious Games Summit DC. Washington, DC.
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Fujimoto, T. (2005). Social Interactions Experienced in the
Massively Multiplayer Online Game Environment: Implications in the
Design of Online Learning Courses. presented at the AECT annual
conference. Orlando, FL. (Presentation
slide PDF), (Paper
PDF)
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Fujimoto, T., Yung, C., Cai, Y., Chiang, C. (2005).
Needs Assessment on a Second Language Education Program.
presented at the AECT annual conference. Orlando, FL.
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Fujimoto, T. (2005). Current status of serious games research and
development. presented at CEDEC annual conference. Tokyo, Japan.
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Fujimoto, T. (2005). Learning community in the online game world:
implications in the e-learning design. presented at Japanese
Japanese Society for Information and Systems in Education annual
conference. Kanazawa, Japan.
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Fujimoto, T. (2005). Serious Games and COTS Games in Japan.
presented at the Serious Games Summit in Game Developers
Conference. San Francisco, CA.
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Fujimoto, T. (2004) Serious Games in North America. invited
presentation at the Game Study Project Seminar at University of
Tokyo. Tokyo, Japan.
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Fujimoto, T. (2004) Educational Use of Computer Games. invited
presentation at the Suzuki lab luncheon seminar at Iwate
Prefectural University. Tokyo, Japan.
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Fujimoto, T. (2004) Educational Use of Computer Games. invited
presentation at the monthly conference of Software Engineer
Association Education SIG. Tokyo, Japan.
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Senoh, K.,
Fujimoto, T & Hashizume, R. (1997). The Setting and Management of
a Project Style ‘Learning Environment’ with Digital Media, PC
Conference ’97, Doshisha University, Kyoto.
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Fujimoto,
T. & Tsujimoto, M. (1996). A research on facilitating factors of
beginners in Information Processing Education, PC Conference ’96, Waseda University, Tokyo.
Professional Working Paper
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Fujimoto, T. (2007). Designing
simulation game-based learning: program design and practice.
Project discussion paper at Shibaura Institute of Technology.
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Fujimoto, T. (2006). Designing
simulation game-based learning: the methods and approaches.
Project discussion paper at Shibaura Institute of Technology.
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Fujimoto, T. (2005). Current
status of games for aging issues in Japan. submitted to the
Serious Games Initiative.
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Fujimoto, T. (2003). Current
status of Management of Technology education in the United
States. submitted to the Mitsubishi Research Institute Inc.,
Japan
Professional Societies
Member of
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Association for Educational Communications and Technology
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Digital Game Research Association Japan
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Japan Society for Educational Technology
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Japan Association of Simulation and Gaming
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Japanese Society for Information and Systems in Education
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Council for Improvement of Education through Computers
SKILLS:
Computer software PowerPoint, Word, & Excel
(Expert level), Web Designing (FrontPage, Dreamweaver), System
administration (ANGEL, Movable Type), Game design (Flash game
design, Unreal Engine), Other (PC/network/general digital device
administration and maintenance)
Course design Undergraduate-level, and
continuing education courses and seminars
Research design Survey research design and implementation, interviewing and focus
group techniques
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