IT Passport Karuta
2026-09-16 02:00:45

The Latest 'Ben Game' Entry: IT Passport Karuta Gains Recognition in Educational Plans

Introducing the 'IT Passport Karuta'



The newest addition to the popular 'Ben Game' series, the 'IT Passport Karuta', is making waves in the educational sector. Developed by TRYBE, a prominent analog game manufacturer, in collaboration with Kids Project, this unique card game series now features two distinct editions: the 'Technology Edition' and the 'Business, Security, and Ethics Edition'. Both editions have been included in the Ministry of Education's 'DX High School Plan' for the 2026 academic year, emphasizing the importance of digital literacy in high school education.

What is the 'DX High School Plan'?


The 'DX High School Plan' serves as a comprehensive guide crafted by the Digital Human Resource Co-Creation Alliance. It is designed for educational boards and schools to enhance the implementation of the Ministry of Education’s initiatives for digitization in high schools.
The plan consolidates accessible and effective educational strategies based on current guidelines, allowing schools to adjust these strategies to meet regional and individual needs.
The 'IT Passport Karuta' games are highlighted in this plan as engaging tools that can be easily integrated into preliminary lessons or review sessions, taking as little as five minutes to play. This flexibility allows educators to adapt the difficulty level based on the hints provided during play.

Exploring the 'IT Passport Karuta'


The 'IT Passport Karuta' employs familiar karuta rules that encourage players to match the definition of IT terms presented by the reader with the correct abbreviation card. For instance, hints like 'a system that allows devices such as computers and printers to communicate and exchange data' prompt players to quickly respond with options like 'LAN', 'WAN', or 'VPN'.
With terms such as CPU, LAN, API, and AI being part of the standard IT curriculum, the game not only reinforces familiarity with these concepts but also aids in bridging knowledge gaps. As players engage with the game, they transition from just recognizing terms to understanding their meanings more deeply.
The cards contain both formal definitions and explanations of terms, making them a valuable resource for review post-game, thus offering educators a dynamic alternative to traditional learning methods.

Product Information


The 'IT Passport Karuta' sets are scheduled for release on June 30, 2026. Here are the details:

IT Passport Karuta (Business, Security & Ethics Edition)


  • - Contents: 32 Cards
  • - Price: 1,650 yen (tax included)
  • - Play Time: Approximately 5 minutes
  • - Players: 2–4
  • - Target Age: 12 years and older
  • - Link: Business, Security & Ethics Edition

IT Passport Karuta (Technology Edition)


  • - Contents: 32 Cards
  • - Price: 1,650 yen (tax included)
  • - Play Time: Approximately 5 minutes
  • - Players: 2–4
  • - Target Age: 12 years and older
  • - Link: Technology Edition

IT Passport Set


  • - Contents:
- IT Passport Karuta (Business, Security & Ethics Edition)
- IT Passport Karuta (Technology Edition)
  • - Price: 3,300 yen (tax included)
  • - Play Time: Approximately 5 minutes per play
  • - Players: 2–4
  • - Target Age: 12 years and older
  • - Link: IT Passport Set

About Kids Project


Kids Project, renowned for their development of engaging educational content for children and families, aims to stimulate learning through entertainment. Their approach focuses on enhancing digital skill sets within youth through active participation in digital activities.

For more information on the digital literacy initiative or to inquire about collaborative opportunities, contact:
Kids Project Development Team - Fujita
Email: info@kids-project

Conclusion


As educational institutions look to adapt and integrate more digital literacy initiatives into their curriculums, the 'IT Passport Karuta' presents an innovative way to engage students in learning crucial IT terms. These games not only provide an enjoyable way to interact with learning material but also contribute significantly to preparing students for the digital age ahead.


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