Learning Support Game System for Sustainable Development Goals
Education: Effects of Improved User Interface
on Satoyama Forest Management Learning
Yukiya Shingai
1
, Ryota Aoki
2
, Yoshiaki Takeda
2
, Fusako Kusunoki
3
, Hiroshi Mizoguchi
1
,
Masanori Sugimoto
4
, Hideo Funaoi
5
, Etsuji Yamaguchi
2
and Shigenori Inagaki
2
1
Department of Mechanical Engineering, Tokyo University of Science, 2641 Yamazaki, Noda-shi, Chiba-ken, Japan
2
Graduate School of Human Development and Environment, Kobe University, Hyogo, Japan
3
Department of Information Design, Tama Art University, Tokyo, Japan
4
Graduate School of Information Science and Technology, Hokkaido University, Hokkaido, Japan
5
Faculty of Education, Soka University, Tokyo, Japan
Keywords: Science Education, Biodiversity, Environmental Conservation of Forests, Vegetation Succession.
Abstract: Educational efforts focused on biodiversity and forest environmental conservation have become increasingly
important, given the objective of achieving the sustainable development goals established by the United
Nations. In Japan, Satochi-satoyama is a place to learn about biodiversity and forest environmental
conservation. However, an increasing number of forests cannot be maintained due to changes in the industrial
structure and population decline. Furthermore, the harmony between people and nature is being lost.
Therefore, it is necessary to learn about the management of Satochi-satoyama. Experiential learning focused
on field surveys has been conducted as a means of teaching Satoyama management. However, it is difficult
for learners to develop a true understanding via this approach because the Satoyama vegetation succession
occurs on a large time scale. Numerous simulation games have been developed to teach Satoyama vegetation
successions and management methods using Satochi-satoyama as a theme. The authors are currently
improving one such game, called the "Satoyama management game". In this paper, we describe the game
improvements we have made so far. In addition, we discuss an experiment conducted using the improved
version Satoyama management game and present its results.
1 INTRODUCTION
In recent years, the importance of educational efforts
focused on biodiversity and forest environmental
conservation has increased, in the interest of
achieving the sustainable development goals
established in September 2015 (United Nations,
2015).
In Japan, Satochi-satoyama is a place to learn
about forest biodiversity and conservation. Satochi-
satoyama is an area consisting of farmlands, irrigation
ponds, secondary forest, plantation forest, and
grasslands around human settlements. The
environments of Satochi-satoyama have been formed
through various human interventions. Due to the
dynamic and mosaic utilization of land and cyclic
resource use, a rich culture that coexists with nature
while enjoying a variety of ecosystem services has
been created. However, an increasing number of
forests cannot be maintained due to changes in the
industrial structure and population decline. Therefore,
the harmony between people and nature is being lost
(Ministry of the Environment, Government of Japan,
2010). For these reasons, it is necessary to learn about
the management of Satochi-satoyama.
Management methods for Satoyama are taught
through experiential learning via field surveys.
However, experiential learning has some challenges.
Specifically, the effects of management methods
implemented by humans cannot be visualized
immediately, as vegetation successions in Satoyama
occur on a time scale of several decades or hundreds
of years. Therefore, for example, even if an attempt is
made at pest control through experiential learning, it
is impossible to observe the impacts of Satoyama and
difficult to achieve a realistic understanding.
428
Shingai, Y., Aoki, R., Takeda, Y., Kusunoki, F., Mizoguchi, H., Sugimoto, M., Funaoi, H., Yamaguchi, E. and Inagaki, S.
Learning Support Game System for Sustainable Development Goals Education: Effects of Improved User Interface on Satoyama Forest Management Learning.
DOI: 10.5220/0009425004280435
In Proceedings of the 12th International Conference on Computer Supported Education (CSEDU 2020) - Volume 1, pages 428-435
ISBN: 978-989-758-417-6
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
Various simulation games have been developed
thus far to teach Satoyama vegetation successions and
management methods. In a simulation game, the
learner can actually experience an event even if it
occurs on a large time scale. Also, using game as
learning support is known to be an effective tool for
learning (Prensky, 2003) (Calderón, A., & Ruiz, M.,
2014).
Deguchi et al. (2010, 2012) developed a digital
vegetation succession game called Digital
SUGOROKU for learning vegetation successions.
This was a sugoroku-type board game using touch
panel and display.
Adachi et al. (2013), Nakayama et al. (2014), and
Yoshida et al. (2015) developed a life-size board
game for vegetation succession learning called
Human SUGOROKU, which utilizes a full-body
interaction system. This game was a full body
interaction system.
Kawaguchi et al. (2017, 2018) developed a
Satoyama management game in which learners
become Satoyama managers to learn Satoyama
management methods and vegetation successions.
However, the Satoyama management game
developed by Kawaguchi et al. (2018) had two major
improvements. The authors improved the user
interface, one of the two major improvements, and
developed new Satoyama management game. Then,
in order to evaluate the new Satoyama management
game, an experiment for elementary school students
was conducted. As a result of the experiment, we
were able to suggest the effectiveness of the new
Satoyama management game.
The remainder of this paper is organized as
follows. Section 2 discusses the points requiring
improvement in the Satoyama management game
developed by Kawaguchi et al. (2018) and the
improvements made by the authors thus far. Section
3 describes the experiments performed, in which
elementary school students experienced the improved
Satoyama management game, and Section 4 presents
the results. Finally, Section 5 summarizes the main
conclusions.
2 SATOYAMA FOREST
MANAGEMENT GAME
2.1 Overview of the Game
The Satoyama management game allows learners to
learn Satoyama management and vegetation
successions while experiencing Satoyama
management. In the game, learners experience events
that
occur on time
scales
of
decades
or hundreds of
Figure 1: Play screen of Satoyama management game by
Kawaguchi et al. (2018)
years, which humans cannot experience. Figure 1
shows the play screen of the Satoyama management
game developed by Kawaguchi et al. (2018).
The learner manages Satoyama using one of the
following six management methods.
Clear-Cut Logging
Evergreen Tree Cutting
Afforestation
Pest Control
Deer Removal
Do Nothing
The learner can choose a management method for
20 turns and experience about 300 years of Satoyama
management.
In the game, there are early-, middle-, and late-
stage type of tree species. The trees included in each
type are as follows.
Early-stage species: Rubus microphyllus,
Mallotus japonicas
Middle-stage species: Pinus densiflora,
Quercus serrata, Rhododendron reticulatum,
Vaccinium oldhamii, Abelia spathulate
Late-stage species: Castanopsis spp., Quercus
glauca, Eurya japonica
Each tree has different characteristics. In the game,
the tree height was made different for each type.
The center of the game screen depicts, the situation
in Satoyama that the player manages. The number of
trees growing is displayed numerically at the top of
the screen. Next to this number, a meter is used to
indicate whether the number of trees is large or small.
The number of trees increases and decreases when the
learner manages or when the growing trees interact
with each other.
The learner proceeds through the game with
reference to the score displayed in the upper left part
of the game screen. In this game, the ideal number of
trees to be vegetated in Satoyama is decided. If the
ideal number of trees is approached, the score will
Learning Support Game System for Sustainable Development Goals Education: Effects of Improved User Interface on Satoyama Forest
Management Learning
429
increase. The learner proceeds with Satoyama
management considering the effects of the
management method that he / she performs for 20
turns and the influence of the relationship between the
trees. After 20 turns have been completed, the player
can know his/her Satoyama management score.
By repeating this game, users can learn Satoyama
management and vegetation successions.
2.2 Improvement of the Game
Two major improvements were made to this game.
The first is related to the user interface, and the
second is related to the number of Satoyama types
supported. Each is described in the following sections.
2.2.1 User Interface
The user interface could be improved in several
regards.
First, this game has no tutorial. In order for learners
to experience the game, it is necessary to explain in
advance how to play the game. If a tutorial is created,
learners will be able to experience the game even if
no one is nearby who knows how to play.
Next is the representation of time in the game. In
the developed game, the time of each turn is counted
in numbers per s in the upper right. However, few
learners notice the time, because learners often look
at the growing trees and management methods, and
do not notice the count displayed in the upper right.
In addition, the game should enable users to
experience a time scale of decades to hundreds of
years, but there is no part that indicates the time scale,
making it impossible to determine whether a long
time has passed just by looking at the current number
of turns.
Finally, there is little information that facilitates
learning during the game experience. By repeating
the game, learners can understand which trees the
management practices will influence. However, in
order for learners to learn, it is necessary for them to
be aware of the rules of the game. Consequently,
learners who are unaware of the rules may not be able
to learn the intended objectives. In order to reduce
this issue, the amount of information that facilitates
learning during the game should be increased.
2.2.2 Number of Supported Satoyama Types
The Satoyama management game developed by
Kawaguchi et al. (2018) is only compatible with one
of the typical Satoyama types in Japan, although there
are four in total.
Quercus mongolica forest in northern Honshu,
Japan
Quercus serrata forest from eastern Honshu to
the Sea of Japan side of the Chugoku region
Pinus densiflora forest in western Japan
Castanopsis spp. forest in southern Japan
The current game pertains to the Pinus densiflora
forest in western Japan.
Satoyama vegetation types and management
methods differ depending on the region. Therefore, if
a Satoyama management game can be developed that
supports all of these types, learners will be able to
acquire more knowledge than they can at present.
2.3 Improvements Made to Date
In Section 2.2, we described the areas requiring
improvement in the Satoyama management game.
The authors are currently implementing
improvements in these areas. We began by focusing
on the user interface. The following subsections
describe the improvements that have been made so far.
2.3.1 Create Tutorial
We created a tutorial that did not exist before. The
tutorial can be selected on the screen before the game
starts. The tutorial teaches that Satoyama will not be
in good condition unless management is performed
by a person. It also tells learners how to proceed with
the game and that there is information in the game that
will help learners with the game.
2.3.2 Screen Design
Figure 2 shows the Satoyama management game play
screen after the improvements, which changed many
aspects of the game design. These changes will be
addressed individually in this section.
Figure 2: Play screen of improved Satoyama management
game.
CSEDU 2020 - 12th International Conference on Computer Supported Education
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Figure 3: Tree picture display.
Figure 4: Representation the passage of time.
First, the tree illustrations were modified. In
conventional games, trees are represented by
silhouettes, and the colors of the trees are unrealistic,
making the game screen different from the actual
appearance of a mountain. To address this issue, the
colors of the tree illustrations were made closer to
those of the actual trees, making it easier to imagine
the trees growing in the mountains. Different color
depths were used for early-, middle-, and late-stage
species, enabling the three types to be identified by
color depth.
The management method buttons were also
changed. In conventional games, only letters are
presented, so learners who do not understand their
meanings may not be able to understand the
management method. Therefore, we added
illustrations next to the letters to help learners
understand the effects of the management methods.
In addition, “Tall Tree Cutting” was added as a
management method. Since the inclusion of
additional Satoyama types in the game is under
consideration, a management method used for those
Satoyama types was added.
As a new function, when the user hovers over each
tree in the upper part of the screen, a picture of the
actual tree appears, as shown in Figure 3. In this
picture, information that is important for the game is
displayed. Checking the information provided in the
pictures will help learners find appropriate Satoyama
management methods.
In addition, the meaning of the meter that expresses
the number of trees growing was changed, as one
piece of information that helps the game progress.
The early- and late-stage species appear in red when
the ideal number of trees is exceeded, and the middle-
stage species appear in red when the number of trees
is much smaller than the ideal number. This approach
was chosen because ideally Satoyama has more
middle-stage species than early- and late-stage
species. If learners are aware of this information, they
will be able to discern the appropriateness of the
current state of Satoyama.
2.3.3 Representation of Time
We also improved the representation of time. The
management method selection time of 20 s per turn is
indicated by a bar, as shown in the center of Figure 2.
The color of the bar changes over time.
In addition, improvements were made to clarify the
passage of time over 300 years. When a management
method is selected at each turn, a bar indicating that
time has passed is displayed, as shown in Figure 4. As
the turn progresses, the black triangle moves,
enabling learners to be aware of the passage of time.
3 EXPERIMENTAL DESIGN AND
ASSESSMENT METHOD
An experiment was performed using the Satoyama
management game with the improved user interface,
as described below. The experiment was conducted
over four days from November 19 to November 22,
2019. The participants in this experiment were 31
children in Grades 5 and 6 at an elementary school
attached to a national university. Volunteers were
recruited at the school.
3.1 Aim
To clarify how the participants experienced the
Satoyama management game, we assessed game
immersion and understanding of the controls and
screen changes. Moreover, we assessed how the
participants felt and what they learned from the
tutorial that was added to the game and the elements
that received major updates, specifically, how time is
expressed and the screen design.
3.2 Protocol
The participants received pre-game instructions and
played one round of the Satoyama management game
Learning Support Game System for Sustainable Development Goals Education: Effects of Improved User Interface on Satoyama Forest
Management Learning
431
(10 min) during a morning break and five rounds
during the lunch break (15 min), for a total of six
rounds. After school on the same day, the participant
simultaneously filled out a questionnaire related to
the questions described in Section 3.4.
3.3 Questions
To assess immersion, we created five items to
measure to what extent the participants were absorbed
in the game, such as “I was absorbed in managing the
Satoyama when playing the game.” To assess
understanding of the controls and screen changes, we
created six items, such as “I knew where to press and
what the response would be when progressing
through the game”. To assess the effect of the newly
added tutorial, we created four items, such as “I
thought the tutorial in the Satoyama management
game was easy to understand.” To assess how time is
expressed, we used four items, such as “I could
imagine how long the Satoyama plants’ changes
would take in reality.” To assess the screen design,
we utilized eight items, such as “I could imagine how
the real trees look by seeing the illustrations of the
trees in the game.” In total, there were 27 question
items.
3.4 Analytical Method
We asked the participants to respond to each question
item on a seven-point scale. We classified the
responses as positive for “Strongly agree,” “Agree,”
and “Slightly agree,” and as neutral or negative for
“Neither,” “Slightly disagree,” “Disagree,” and
“Strongly disagree.” We aggregated the frequency of
each response for every question, conducting Fisher’s
exact test using a 1×2 contingency table with an
uneven population ratio. We defined the population
ratio of positive responses as the rate at which any of
the three positive responses out of the seven levels
was received; we also defined the population ratio of
neutral and negative responses as the rate at which the
four neutral or negative responses out of the seven
levels were received. We compared the values for
each question item and conducted an exact binomial
test (one-sided “greater”), designating p < 0.01 as
indicating a significant deviation.
4 ASSESSMENT RESULTS
4.1 Assessment of Immersion in the
Game
Table 1 summarizes the results of the assessment of
immersion in the game. We found a significant
deviation (p < 0.01) in the results for all items with
regard to immersion.
4.2 Assessment of Understanding of
Controls and Screen Changes
Table 2 summarizes the results of the assessment of
understanding of the controls and screen changes. We
found a significant deviation (p < 0.01) in the results
of all items with regard to understanding controls and
screen changes.
4.3 Survey of the Game Tutorial Effect
Table 3 summarizes the results of the assessment of
the effect of the game tutorial. We found a significant
deviation (p < 0.01) in the results for all items with
regard to the effect of the tutorial.
Table 1: Questions about immersion in the Satoyama management game.
(Unit: number of persons)
Question item 7 6 5 4 3 2 1 Pos.
Neut.
Neg.
1-1 The Satoyama management game was fun.** 30 1 0 0 0 0 0 31 0
1-2 I was absorbed in managing the Satoyama
when playing the game.**
20 8 3 0 0 0 0 31 0
1-3 I was happy when my score increased.** 24 6 1 0 0 0 0 31 0
1-4 I was frustrated when my score decreased.** 14 9 8 0 0 0 0 31 0
1-5 I was happy when the change I expected
happened after pressing a Satoyama
management command.**
18 9 3 1 0 0 0 30 1
N = 31.**p < 0.01
Strongly agree: 7; Agree: 6; Slightly agree: 5; Neither: 4; Slightly disagree: 3; Disagree: 2; Strongly disagree: 1
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4.4 Survey of How Time is Experienced
while Playing the Game
Table 4 summarizes the results of the assessment of
how time is experienced while playing the game. We
found a significant deviation (p < 0.01) in the results
for all items with regard to the experience of time.
Table 2: Results of the assessment of understanding the controls and screen changes when playing the Satoyama management
game.
(Unit: number of persons)
Question item 7 6 5 4 3 2 1 Pos.
Neut.
Neg.
2-1 The Satoyama management game was
easy to control.**
12 17 2 0 0 0 0 31 0
2-2 I knew where to press and what the
response would be when progressing
through the game.**
20 6 3 2 0 0 0 29 2
2-3 I knew the meaning of the color changes
of the status bar at the top of the screen.**
21 6 4 0 0 0 0 31 0
2-4 I knew what the changing numbers below
and to the left of the top-screen status bar
meant.**
15 7 5 2 1 1 0 27 4
2-5 It was easy to see that deer had appeared
in the Satoyama by looking at the screen
of the Satoyama management game.**
15 6 4 2 2 1 1 25 6
2-6 It was easy to see that bugs had appeared
in the Satoyama by looking at the screen
of the Satoyama management game.**
16 6 2 2 3 2 0 24 7
N = 31. **p < 0.01
Strongly agree: 7; Agree: 6; Slightly agree: 5; Neither: 4; Slightly disagree: 3; Disagree: 2; Strongly disagree:1
Table 3: Results of the assessment of the effectiveness of the Satoyama management game tutorial.
(Unit: number of persons)
Question item 7 6 5 4 3 2 1 Pos.
Neut.
Neg.
3-1 I thought the tutorial in the Satoyama
management game was easy to
understand.**
15 13 3 0 0 0 0 31 0
3-2 I felt like playing the game when I
watched he Satoyama management game’s
tutorial.**
23 6 1 1 0 0 0 30 1
3-3 I knew what to do in the game by
watching the Satoyama management
game’s tutorial.**
18 10 2 1 0 0 0 30 1
3-4 I knew what I need to think about to
increase the score of the Satoyama by
watching the Satoyama management
game’s tutorial.**
11 8 5 5 2 0 0 24 7
N = 31.**p < 0.01
Strongly agree: 7; Agree: 6; Slightly agree: 5; Neither: 4; Slightly disagree: 3; Disagree: 2; Strongly disagree:1
Learning Support Game System for Sustainable Development Goals Education: Effects of Improved User Interface on Satoyama Forest
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Table 4: Results of the assessment of how time is experienced while playing the Satoyama management game.
(Unit: number of persons)
Question item 7 6 5 4 3 2 1 Pos.
Neut.
Neg.
4-1 It was easy to understand how much time
was left for entering commands.**
9 10 6 2 4 0 0 25 6
4-2 It was easy to understand how much time
passed in the game after I had entered a
command until the Satoyama changed to
the next status.**
10 10 6 1 2 2 0 26 5
4-3 It was easy to understand how much time
passed inside the Satoyama management
game.**
12 6 9 1 3 0 0 27 4
4-4 I could imagine how long the Satoyama
plants’ changes would take in reality.**
12 5 7 3 3 1 0 24 7
N = 31.**p < 0.01
Strongly agree: 7; Agree: 6; Slightly agree: 5; Neither: 4; Slightly disagree: 3; Disagree: 2; Strongly disagree:1
Table 5: Results of the assessment of the Satoyama management game’s screen design.
(Unit: number of persons)
Question item 7 6 5 4 3 2 1 Pos.
Neut.
Neg.
5-1 It was easy to understand the picture of the
square command (management technique)
button at the bottom of the screen.**
23 7 1 0 0 0 0 31 0
5-2 It was easy to distinguish between early,
middle, and latesuccessional species by
looking at the illustrations of the trees.**
14 10 5 0 1 1 0 29 2
5-3 It was easy to distinguish between high
and low trees by looking at the
illustrations of the trees.**
12 8 5 3 2 1 0 25 6
5-4 It was easy to tell how many of each tree
was in the Satoyama by looking at the
game screen.**
13 10 5 2 1 0 0 28 3
5-5 I felt like I was managing a real forest
(Satoyama) while playing the game.**
16 9 5 1 0 0 0 30 1
5-6 I could imagine how the real trees look by
seeing the illustrations of the trees in the
game.**
11 10 8 2 0 0 0 29 2
5-7 I could imagine how the real trees look by
seeing the photos of trees coming out of
the top bar.**
19 7 4 0 1 0 0 30 1
5-8 It was easy to tell whether the Satoyama
was doing well or poorly by looking at the
Satoyama management game’s screen.**
20 4 6 1 0 0 0 30 1
N = 31.**p < 0.01
Strongly agree: 7; Agree: 6; Slightly agree: 5; Neither: 4; Slightly disagree: 3; Disagree: 2; Strongly disagree:1
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4.5 Survey of the Game’s Screen
Design
Table 5 summarizes the results of the assessment of
the game screen design. We found a significant
deviation (one-sided test for all items: p < 0.01) in the
results for all items.
5 CONCLUSION AND FUTURE
WORK
This paper describes the areas requiring improvement
in the Satoyama management game developed by
Kawaguchi et al. (2018) and the improvements made
by the authors to address these issues thus far. Then,
it discusses an experiment performed by elementary
school students using the improved Satoyama
management game. We evaluated five items.
Significant differences were observed in all items. In
other words, with the improvements implemented, it
can be said that the Satoyama management game has
become a more effective tool for learning Satoyama
vegetation successions. However, only one of the two
major improvements were improved in this paper.
In the future, the authors intend to implement the
second improvement, increasing the number of
Satoyama types supported by the game.
ACKNOWLEDGEMENT1S
This work was supported by JSPS KAKENHI Grant
Numbers JP19H01734. The experiment was
supported by Kobe Elementary School.
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