Last Updated: Dec 9, 2025
Toshiki Katanosaka
Ph.D Candidate (3rd Year)
JSPS DC2 What is JSPS DC2? ( https://www.jsps.go.jp/english/e-pd/ )
Course of Information Networking for Innovation and Design, Graduate School of Information Networking for Innovation and Design (INIAD), Toyo University
Khan Lab: My supervisor is Professor M. Fahim Ferdous Khan. Research Map
LinkedIn: https://www.linkedin.com/in/tkata/
Google Scholar: https://scholar.google.co.jp/citations?user=8V9Emk0AAAAJ
IEEE Xplore: https://ieeexplore.ieee.org/author/37089420978
I enrolled in the Faculty of Information Networking for Innovation and Design (INIAD) at Toyo University in April 2017 and graduated in March 2021, earning a Bachelor's degree in Information Networking Innovation and Design. In April 2021, I entered the Master's program in the Graduate School of Information Networking Innovation and Design at the same university and completed it in March 2023, earning a Master's degree in Information Networking Innovation and Design. My master's thesis received the INIAD Gold Master's Research Award. During my master's program, I was awarded the First Scholarship at Toyo University Graduate School and Toyo University Alumni Association Student Research Encouragement Fund, Alumni Association scholarship. After completing my master's degree, I served as a visiting researcher at the Institute for INIAD cHUB from April to September 2023. In October 2023, I advanced to the Doctoral program at the same graduate school and am currently undergoing dissertation review.
Computer science education
Pedagogy
Self-efficacy
Programming Education
STEAM
Institute Research (Collaborative research theme)
T. Katanosaka, M. F. F. Khan and K. Sakamura, "Improving Self-Efficacy Through Experiential Learning of IoT Programming," 2025 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE), Macau, 2025, pp. 1-8. (accepted).
T. Katanosaka, M. F. F. Khan and K. Sakamura, "SNS Ninja: An AI-Powered Cooperative Game for Mastering Social Media Etiquette," 2025 18th International Congress on Advanced Applied Informatics (IIAI-AAI), Kitakyushu, Japan, pp. 188-194, 2025.
T. Katanosaka, M. F. F. Khan and K. Sakamura, "Experiential Learning of SNS Etiquette through a Digital Cooperative Game," 2025 1st International Conference on Consumer Technology (ICCT-Pacific), Matsue, Japan, 2025, pp. 1-4.
T. Katanosaka, M. F. F. Khan and K. Sakamura, "Introduction to Programming with micro:bit by Solving Real-Life Problems: Evaluation of Learners' Self-Efficacy," 2025 1st International Conference on Consumer Technology (ICCT-Pacific), Matsue, Shimane, Japan, 2025, pp. 1-4.
T. Katanosaka, M. F. F. Khan and K. Sakamura, "A Cooperative Card Game for Learning Social Media Etiquette," 2024 16th International Congress on Advanced Applied Informatics (IIAI-AAI), Takamatsu, Japan, 2024, pp. 190-195.
My research focuses on enhancing learners' self-efficacy in information education in Japan. As indicated by the OECD Programme for International Student Assessment (PISA), Japanese students possess sufficient knowledge and skills; however, their confidence in utilizing information technologies, particularly in programming and AI (i.e., self-efficacy), remains at a low level internationally. To address this issue, I develop practical teaching methods and verify their effectiveness through empirical studies. In my doctoral program, I have developed educational materials for SNS literacy education and an IoT-based programming education, and confirmed their effectiveness in improving self-efficacy through multiple field experiments.
Note: English represents English paper, Japanese represents Japanese paper.
Journal Articles (Peer-Reviewed)
M. F. F. Khan, T. Katanosaka and K. Sakamura, "Leveraging Gamification for Design and Implementation of an Online Learning Platform," International Journal of Learning Technologies and Learning Environments, vol. 8, no. 1, 2025. https://www.iaiai.org/journals/index.php/IJLTLE/issue/view/89
T. Katanosaka, M. F. F. Khan and K. Sakamura, "PhyGame: An Interactive and Gamified Learning Support System for Secondary Physics Education," International Journal of Advanced Computer Science and Applications (IJACSA), vol. 15, no. 6, 2024, pp. 84-94. Link
片野坂 俊樹, カン エム ファヒム フェルドウス and 坂村 健, "PhyGame: 高校生向けのゲーミフィケーションを活用したウェブベースの物理学の学習プラットフォーム," 教育とコンピュータ, vol. 10, no. 2, pp. 22-33, 2024. https://ipsj.ixsq.nii.ac.jp/ej/?action=pages_view_main&active_action=repository_view_main_item_detail&item_id=235037&item_no=1&page_id=13&block_id=8
T. Katanosaka, M. F. F. Khan and K. Sakamura, "Design and Implementation of a Gamified Online Education Platform for Teaching and Learning Secondary-School Physics," Information Engineering Express (IEE), vol. 9, no. 2, pp. 1-12, doi: 10.52731/iee.v9.i2.781. https://www.iaiai.org/journals/index.php/IEE/article/view/781
Conference Papers (Peer-Reviewed)
T. Katanosaka, M. F. F. Khan and K. Sakamura, "Improving Self-Efficacy Through Experiential Learning of IoT Programming," 2025 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE), Macau, 2025, pp. 1-8. (accepted).
T. Katanosaka, M. F. F. Khan and K. Sakamura, "SNS Ninja: An AI-Powered Cooperative Game for Mastering Social Media Etiquette," 2025 18th International Congress on Advanced Applied Informatics (IIAI-AAI), Kitakyushu, Japan, pp. 188-194, 2025.
T. Katanosaka, M. F. F. Khan and K. Sakamura, "Introduction to Programming with micro:bit by Solving Real-Life Problems: Evaluation of Learners' Self-Efficacy," 2025 1st International Conference on Consumer Technology (ICCT-Pacific), Matsue, Shimane, Japan, 2025, pp. 1-4. https://ieeexplore.ieee.org/document/11012809
T. Katanosaka, M. F. F. Khan and K. Sakamura, "Experiential Learning of SNS Etiquette through a Digital Cooperative Game," 2025 1st International Conference on Consumer Technology (ICCT-Pacific), Matsue, Japan, 2025, pp. 1-4. https://ieeexplore.ieee.org/document/11012867
T. Katanosaka, M. F. F. Khan and K. Sakamura, "A Cooperative Card Game for Learning Social Media Etiquette," 2024 16th International Congress on Advanced Applied Informatics (IIAI-AAI), Takamatsu, Japan, 2024, pp. 190-195. https://ieeexplore.ieee.org/document/10707988
S. Imai, Y. Asada, A. Ito, T. Katanosaka, A. Kishida, N. Shiratori, K. Takamatsu, S. Matsumoto, and M. Mori, "Launch Out on a Practical Platform for Institutional Research Toward Sharing of Its Technology and Knowledge," IIAI Letters on Institutional Research, vol. 4, pp. 1-12, 2024. https://iaiai.org/letters/index.php/lir/article/view/216
T. Katanosaka, M. F. F. Khan and K. Sakamura, "Design and Implementation of a Gamification-Based Web Application for Learning High-School Physics," 2023 14th International Congress on Advanced Applied Informatics (IIAI-AAI), Koriyama, Japan, 2023, pp. 200-205, doi: 10.1109/IIAI-AAI59060.2023.00049. https://ieeexplore.ieee.org/document/10371685
T. Katanosaka, M. F. F. Khan and K. Sakamura, "A Physics Learning System Using Gamification for High-School Students," 2023 11th International Conference on Information and Education Technology (ICIET), Fujisawa, Japan, 2023, pp. 167-171, doi: 10.1109/ICIET56899.2023.10111133. https://ieeexplore.ieee.org/document/10111133
T. Katanosaka, M. F. F. Khan and K. Sakamura, "FunPhysics: A Gamification-Based Web Platform for Interactive Teaching and Learning," 2022 12th International Congress on Advanced Applied Informatics (IIAI-AAI), Kanazawa, Japan, 2022, pp. 195-199, doi: 10.1109/IIAIAAI55812.2022.00047. https://ieeexplore.ieee.org/document/9894581
T. Katanosaka, M. F. F. Khan and K. Sakamura, "Quiz and Treasures: Development of a Web-based Learning Platform using Gamification," 2021 10th International Congress on Advanced Applied Informatics (IIAI-AAI), Niigata, Japan, 2021, pp. 166-171, doi: 10.1109/IIAI-AAI53430.2021.00029. https://ieeexplore.ieee.org/document/9790982
Workshop and Conference Papers (Non-Refereed)
今井 匠太朗, 淺田 義和, 伊藤 彰, 片野坂 俊樹, 白鳥 成彦, 高松 邦彦, 松本 清, 森 雅生, "実践的な技術修得を目指すIRプラットフォームの提案," 大学情報・機関調査研究会 論文集, vol. 12, pp. 66-71, 2023. doi: 10.50956/mjir.12.0_66_1. https://www.jstage.jst.go.jp/article/mjir/12/0/12_66_1/_article/-char/ja/
July 23, 2025: First Scholarship at Toyo University Graduate School
April 1, 2025: JSPS Research Fellowship for Young Scientists (DC2)
The Japan Society for the Promotion of Science (JSPS) Research Fellowship for Young Scientists (DC2) is a fellowship program for doctoral students in their first or second year, designed to provide outstanding young researchers with opportunities to pursue independent research based on their own ideas. The fellowship provides a monthly research stipend of 200,000 yen and research funding of up to 1.5 million yen per year. For the year of my appointment, the overall acceptance rate for DC2 was 14.7% (1,092 awardees out of 7,444 applicants), and the acceptance rate in the field of informatics was 13.7% (86 awardees out of 630 applicants), reflecting highly competitive selection. This program aims to foster and secure creative researchers who will lead future academic research. Link
July 9, 2024: Best Paper Award for paper at IIAI-AAI 2024
July, 2024: First Scholarship at Toyo University Graduate School
March 14, 2024: Toyo University Alumni Association Student Research Encouragement Fund, Alumni Association scholarship
December 12, 2023: Outstanding Paper Award for paper at IIAI-AAI (DSIR, collaborative research related to IR)
March 23, 2023: INIAD Gold Master's Research Award
March 16, 2023: En: Toyo University Alumni Association Student Research Encouragement Fund, Student Research Encouragement Fund Award
July, 2022: First Scholarship at Toyo University Graduate School
July 11, 2021: Honorable Mention Award for paper at IIAI-AAI 2021
From Apr. 1, 2025 to Mar. 31, 2027
JSPS Research Fellowship for Young Scientists (DC2)
¥200,000(JPY/Month) = ¥2,400,000(JPY/Year)
when ¥150=$1; nearly $16,000/year
From Apr. 22, 2025 to Mar. 31, 2026
Grant-in-Aid for JSPS Fellows
¥700,000(JPY)
when ¥150=$1; nearly $4,500
From Apr. 2024 to Feb. 2025
"適切な教授法とゲーミフィケーションを組み込んだ情報学の学習支援システム" by 井上円了記念学術振興基金
"Learning support system for informatics using suitable teaching methods and gamification" by The Inoue Enryo Memorial Grant, TOYO University
¥560,000(JPY)
when ¥150=$1; nearly $3,700
From Apr. 2023 to Feb. 2024
"ゲーミフィケーションを組み込んだSTEAM分野のオンライン学習プラットフォームの開発" by 井上円了記念学術振興基金
"Development of an Online Learning Platform in STEAM field using Gamification" by The Inoue Enryo Memorial Grant, TOYO University
¥560,000(JPY)
when ¥150=$1; nearly $3,700
Professional Memberships
IEEE (2024-)
IEEE Computer Society (2025-)
IEEE Education Society (2026-)
IIAI (2021-)
Volunteer
IEEE Tokyo Section Young Professionals Secretary (2025-2026)
Planned and organized educational outreach programs, including programming workshops
Served as a reviewer and judge for research presentations at IEEE TOWERS events
Contributed to the operational management of multiple IEEE Tokyo Young Professional initiatives
IEEE Tokyo Section Young Professionals (2024-)
Messages from Senior Students 2024 (Japanese) https://www.toyo.ac.jp/interview/02345.html
Doctoral Student Toshiki Katanosaka from Khan Laboratory Receives Best Paper Award at IIAI-AAI 2024 International Conference (Japanese) https://www.iniad.org/blog/2024/07/23/post-3005/
Best / Outstanding Koriyama's Cultural Photography Award at IIAI-AAI 2023 https://iaiai.org/conference/aai2023-contest/#award:~:text=Best%20/%20Outstanding%20Koriyama%27s%20Cultural%20Photography%20Award
Received Award in Idea Category at IDEACTIVE JAPAN PROJECT (Japanese) https://twitter.com/ideactive_jp/status/165589043686581452
Master's Student Toshiki Katanosaka from Khan Laboratory Awarded at IIAI-AAI 2021 International Conference (Japanese) https://www.toyo.ac.jp/news/academics_gs_giniad_20210728.html
Oct. 2023 - present: Admission to Toyo University, Graduate School of Information Networking for Innovation And Design, Doctoral Course
Mar. 2023: Graduated from Toyo University, Graduate School of Information Networking for Innovation And Design, Master course
Apr. 2021: Admission to Toyo University, Graduate School of Information Networking for Innovation And Design, Master course
Mar. 2021: Graduated from Toyo University, Faculty of Information Networking for Innovation and Design
Apr. 2017: Admission to Toyo University, Faculty of Information Networking for Innovation and Design
Apr. 2023 - Sep. 2023: INIAD cHUB, Visiting researcher
Teaching
Sep. 2025 - Mar. 2026: Teaching Assistant (TA) at INIAD, Toyo University
Apr. 2025 - Sep. 2025: Teaching Assistant (TA) at INIAD, Toyo University
Sep. 2024 - Mar. 2025: Teaching Assistant (TA) at INIAD, Toyo University
Apr. 2023 - Sep. 2023: Teaching Assistant (TA) at INIAD, Toyo University
Macao in 2025
Fukuoka Prefecture (Kokura City, Kitakyushu City) in 2025
Kyoto Prefecture (Kyoto City) in 2025
Osaka Prefecture (Osaka City) in 2025
Fukuoka Prefecture (Fukuoka City) in 2025
Hokkaidou Prefecture (Muroran City) in 2025
Shimane Prefecture (Matsue City) in 2025
Osaka Prefecture (Osaka City) in 2024
Kagawa Prefecture (Takamatsu City) in 2024
Miyagi Prefecture (Sendai City) in 2024
Fukushima Prefecture (Koriyama City) in 2023
Kanagawa Prefecture (Fujisawa City) in 2023
Ishikawa Prefecture (Kanazawa City) in 2022
Kanagawa Prefecture (Odawara City) in 2022
Miyagi Prefecture (Sendai City) in 2022
Hokkaido (Sapporo City) in 2018
Introduction to Programming with micro:bit tool
SNS Ninja (digital version)
SNS Master / SNS Master 2 (analog version)
PhyGame
Quiz and Treasures
Proficient
Python, Django, Django REST Framework, TypeScript, Bootstrap, Vercel, Render, Next.js, React, GitHub, Git, micro:bit, MakeCode, micro:bit CreateAI
Familiar
JavaScript, matter.js, enchant.js, App Inventor, boardgame.io, React Native, Expo
Academic exposure
OCaml, C, Java, μT-Kernel
(New!) Development of IoT Programming educational material Using micro:bit
This material engages students in developing alert systems for heat-related illnesses—a critical summer health issue in Japan—by integrating micro:bit microcontrollers with temperature and humidity sensors.
The interactive materials are designed to be accessible to novice programmers, enabling them to gain hands-on programming experience while building self-efficacy.
SNS Ninja https://sns-ninja.vercel.app/
This project adapts the unplugged card game "SNS Master" into a digital format.
The game employs a cooperative interaction model where players work together collaboratively.
The current version enables synchronous online communication for up to four concurrent players.
SNS Ninja Introduction Movie https://vimeo.com/manage/videos/1055457459
Documents
In this cooperative board game, players navigate various social media scenarios by selecting contextually appropriate responses.
This cyclical gameplay enables experiential learning of social media mechanisms with an emphasis on consideration for others. Repeated engagement fosters enhanced social media literacy. The game supports four players working collaboratively to achieve common goals.
SNS Master 2 https://sites.google.com/view/sns-master/english
This educational card game, based on the framework of "SNS Master," is designed to cultivate social media literacy through cooperative gameplay.
Players engage in selecting contextually appropriate responses to various social media scenarios, thereby developing critical literacy skills and awareness of social consideration.
The game accommodates 2 to 4 players working collaboratively toward common goals and has been publicly distributed at Game Market 2024 Spring and Fall events.
Project Link: https://www.phygame.org/
Tutorial Movie (Japanese) https://www.youtube.com/watch?v=8_dGecKmZeE
Technologies: Frontend: React, TypeScript, Next.js, MUI, and other UI-related OSS; Backend (API): Django, Django REST Framework; Deployment: Render, Vercel
Project Link: https://qtre.herokuapp.com/
Technologies: Django、Django REST framework、Bootstrap、CSS、SVG
under constraction