Case
【Category】
【Keyword】
- Accompanying Support
- Agricultural and Rural Development Projects
- Agricultural DX
- Agricultural Support
- Agriculture
- AI
- Business attraction
- Communication Enhancement
- Community Revitalization
- Consulting
- Design Thinking
- DX
- DX for SMEs
- Educational institution
- English Conversation School
- Entrepreneurship Training
- Environmental Education
- Expansion of Public Enterprises
- Gamification
- Global Leadership Development
- Global School
- Health care
- Health promotion
- Help desk
- Human Resource Development
- ICT
- ICT Education
- Improving Retention Rate of Young Employees
- Industry-Academia-Government
- kintone
- Kumamoto DX Grand Design
- Language training
- Learning Transformation
- Local government and public offices
- Local Government Consulting
- Organizational Engagement Enhancement
- PMO
- Promotion
- Public-Private-Academic
- Public-Private-Academic Collaboration
- Regional Development
- Regional Revitalization
- Reskilling
- Sales Support
- Satellite Office
- Smart Agriculture
- Smart Agriculture Education
- Sports
- Sports Tourism
- Sports-Based Community Development
- Startup School
- Startup Support
- System Implementation
- Telework Human Resource Development
- Town planning
- Utilization of Closed Schools
- Zero Trust
New Approach to Career Education through Visualizing Non-Cognitive Skills
■ Hiroshima Prefecture, Higashihiroshima City, Akiota Town, Shudo University, etc.
From July 2021~
In response to the survey results that “young Japanese people lack hope and dreams for the future compared to other countries,” a project was implemented to help children recognize their strengths—non-cognitive abilities—and create an action plan to pursue their dreams. This was done through board games (play), which have been accelerating in use in educational institutions. The program aims to support children from identifying their strengths to planning and executing steps toward realizing their dreams.
【Challenges】
– According to a survey targeting young people (Cabinet Office), Japanese youth are less able to have bright hopes for their future compared to their counterparts in other countries.
(Other issues include: a low percentage of those who view themselves positively, high percentages of those feeling sad or depressed, and those who do not have bright hopes for their future.)
【Support Details】
Through board games, the event aimed to: 1) help children discover their ‘strengths’ that they have not yet noticed, 2) encourage them to envision a dream for the future based on their strengths, and 3) support the creation of a specific action plan toward realizing their dreams and taking the first step. These were the goals of the event.
After the game, feedback was provided to help children identify jobs they might be suited for, based on the combination of their ‘strengths’ discovered during the game. The aim was to help them take a step toward their dreams and create an actionable plan. In addition, feedback was also provided to parents, encouraging them to support their children’s dreams as a family.


【Outcomes/Results】
Elementary School Event: Held in Higashihiroshima City (15 participants, grades 2 to 6)
High School Event: Held at Kake High School in Akiota Town (held for two consecutive years as part of an inquiry-based class, with 67 participants in total)
University Event: Held as a summer special lecture at Shudo University (16 participants, university years 2 to 3)
