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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.

  • Working as an language consultant and software tester for quality assurance department

October 2003- May 2004  Graduate Assistant for Technology Integration Certificate for K-12 Educators of Tomorrow (TICKET) Program, Penn State University

  • Worked as an administration staff for the certificate program for K-12 teachers in Pennsylvania

July-October 2003          Contract researcher, Mitsubishi Research Institute Inc., Japan

  • Researched on Management of Technology education in the United States contracted with one of the major think tank company in Japan

Sep. 2000-May. 2002    Business Project Planner, Coordinator of Educational Programs,
Department of Academic Enterprise, Keio Academic Enterprise Inc.

  • Co-designed the school’s operation system, promoted programs and negotiated with people involved as assistant for the vice president. In charge of the educational consultation project for local government.

Oct. 1999-May 2000      Web site content Planner,  Rich Pictures Inc.

  • Launched a community web site for working women and young mothers. Designed an internet survey service

Apr. 1997-Sep. 1999      Business Planning Staff, Nagase Brothers Inc.

  • In charge of scheduling and organizing satellite TV programs for two years. Improved efficiency of operation. Co-produced an English study TV program aimed for high school to adult students.

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

  • Served for the student organization consisted of more than 100 Japanese students in Penn State and organized activities

September- December 2003  Intern, Japanese Program, Penn State

  • Taught and tutored students in introductory level Japanese language course

September 2003- Current    Steering Committee member, Radical Thinkers Discussion Series

  • Served for the voluntary graduate student group and organized discussion sessions

PUBLICATIONS:

  • 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:

  • 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.

  • Fujimoto, T. (2007). The business potential of serious games. presented at the CESA Developers Conference at University of Tokyo, Japan. 09/26/2007.

  • 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.

  • Fujimoto, T., Beppu, F. (2006). Games for Health in Japan, presented at Games for Health Conference 2006. 09/29/2006.

  • 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.

  • Fujimoto, T. (2006). Serious games: the concept, cases, and the diffusion. presented at BEAT seminar at University of Tokyo, Tokyo, Japan. 08/05/2006.

  • Fujimoto, T. (2005). Serious Games: Japan. presented at the Serious Games Summit DC. Washington, DC.

  • 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)

  • 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.

  • Fujimoto, T. (2005). Current status of serious games research and development. presented at CEDEC annual conference. Tokyo, Japan.

  • 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.

  • Fujimoto, T. (2005). Serious Games and COTS Games in Japan. presented at the Serious Games Summit in Game Developers Conference. San Francisco, CA.

  • Fujimoto, T. (2004) Serious Games in North America. invited presentation at the Game Study Project Seminar at University of Tokyo. Tokyo, Japan.

  • Fujimoto, T. (2004) Educational Use of Computer Games. invited presentation at the Suzuki lab luncheon seminar at Iwate Prefectural University. Tokyo, Japan.

  • Fujimoto, T. (2004) Educational Use of Computer Games. invited presentation at the monthly conference of Software Engineer Association Education SIG. Tokyo, Japan.

  • 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.

  • 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

  • Fujimoto, T. (2007). Designing simulation game-based learning: program design and practice. Project discussion paper at Shibaura Institute of Technology.

  • Fujimoto, T. (2006). Designing simulation game-based learning: the methods and approaches. Project discussion paper at Shibaura Institute of Technology.

  • Fujimoto, T. (2005). Current status of games for aging issues in Japan. submitted to the Serious Games Initiative.

  • 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

  • Association for Educational Communications and Technology

  • Digital Game Research Association Japan

  • Japan Society for Educational Technology

  • Japan Association of Simulation and Gaming

  • Japanese Society for Information and Systems in Education

  • 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

 

Copyright (c) 2002-,  Toru Fujimoto ( tuf105@psu.edu )