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Ludix Lab
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The lab studies game-based learning, drawing on the fun of play to support learning and growth.

AboutAbout the lab
Learning and growth through "enjoyable experiences"
The Fujimoto Lab (Ludix Lab) studies learning content that creates "enjoyable experiences" leading to people's learning and growth, as well as methods for designing educational programs.
The lab works on designing learning with games, developing teaching materials that incorporate gamification, and supporting learning in online education.
The lab's research is grounded in the fields of educational technology and instructional systems design.
It also develops game-based learning apps for English and mathematics, as well as card games for career education.
Key terms
- Gamification
- An approach that brings game mechanics such as points, levels, and competition into non-game activities such as studying or work
- Educational technology
- A field that seeks to improve how people teach and learn by applying technology and design thinking
- MOOC
- Massive open online courses that make university lectures and similar content available to anyone over the internet
NewsLab news
A book by a Project Researcher, "Practice and Theory of Life Career Support," has been published
In joint research with Konami Digital Entertainment, the lab released a website supporting the use of "Momotaro Dentetsu Education Edition"
A master's student won the 13th FOST Newcomer Award
A master's student received the Young Scholar Award at the international conference ICoME 2025
ResearchResearch themes
To create "enjoyable experiences" that lead to people's learning and growth, the lab studies how to design game-based learning and how to support learning. Grounded in educational technology and instructional systems design, it develops teaching materials and technologies and conducts investigative research.
*Illustrative imageMethodology of Game-Based Learning
Research on ways to combine "meaningful play" with "enjoyable learning," including gamification design methods and the development of educational curricula that incorporate game elements. The lab also develops training programs for schools.
*Illustrative imageGame-Based Materials and Learning Technology
The lab develops game-based materials that promote learning in class, as well as learning apps. Examples include digital game materials for English and mathematics, and card games for career education.
*Illustrative imageLearning Support in Online Education
Research on developing learning content, teaching methods, and courses for online education such as massive open online courses (MOOCs), and on mechanisms that support learning within online learning communities.
*Illustrative imageLearning That Happens in Play
Research focusing on learning experiences within entertainment activities, such as learning in online game player communities and in affinity spaces, where people gather around a shared interest in games.
MembersFaculty
The Fujimoto Lab consists of faculty members, project researchers, academic specialists, master's students, international research students, and visiting researchers.As of 2026
- ProfessorToru FujimotoPublications ↗
VoicesStudent voices
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Report an errorAbout the images
The top and research theme images are illustrative and were not taken at the lab. They are cropped from Wikimedia Commons images. Cropped CC BY-SA images are provided under the same CC BY-SA license as the original (version shown on each line).
- Top image: “Brettspiel Mensch ärger dich nicht” Tetzemann / CC0 (cropped)
- Methodology of Game-Based Learning: “Würfel” Dietmar Rabich / CC BY-SA 4.0 (cropped)
- Game-Based Materials and Learning Technology: “Hanafuda Koi-Koi Setup 1” Marcus Richert / CC BY 2.0 (cropped)
- Learning Support in Online Education: “Laptop on desk book stacks (Unsplash)” freddie marriage fredmarriage / CC0 (cropped)
- Learning That Happens in Play: “Winter 2004 DreamHack LAN Party” en:User:Toffelginkgo / User:Toffelginkgo / CC BY-SA 3.0 (cropped)
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