SATOYAMA: Time-limited Decision Game for Students to Learn
Hundreds Years Forestry Management
Shuya Kawaguchi
1
, Tsugunosuke Sakai
1
, Haruya Tamaki
1
, Hiroshi Mizoguchi
1
, Ryohei Egusa
2,3
,
Yoshiaki Takeda
3
, Etsuji Yamaguchi
3
, Shigenori Inagaki
3
, Fusako Kusunoki
4
,
Hideo Funaoi
5
and Sugimoto Masanori
6
1
Department of Mechanical Engineering, Tokyo University of Science, 2641 Yamazaki, Noda-shi, Chida-ken, Japan
2
Research Fellow of Japan Society for the Promotion of Science, Tokyo, Japan
3
Graduate School of Human Development and Environment, Kobe University, Hyogo, Japan
4
Department of Information Design, Tama Art University, Tokyo, Japan
5
Faculty of Education, Soka University, Tokyo, Japan
6
Graduate School of Information Science and Technology, Hokkaido University, Hokkaido, Japan
Keywords: Vegetation Succession, Simulation, Environmental Problems, Competition, Science Education, Children,
Experience.
Abstract: Global environmental problems continue to worsen. In this situation, it is important to understand and
experience changes in the natural environment in realistic ways. However, it was difficult to experience
these changes in real time because they happen over large time scales. To overcome this problem, the
authors developed a game-like learning tool that enables players to learn about vegetation succession. This
game is Windows-based and enables players to simulate the conservation of SATOYAMA, rural natural
areas. The player selects the actions within a designated time and the vegetation succession of the
SATOYAMA changes according to that action. At the end of this game, the score is based on the
SATOYAMA conserved by the player. Thirty-seven students participated in this experiment whose result
suggested that this game would enable children to develop an interest in vegetation succession and motivate
them to learn about it.
1 INTRODUCTION
In recent years, the environmental problem has been
worsening globally. In this situation, it is important
to understand and experience changes in the natural
environment in a realistic way. However, one of the
difficulties in this endeavor is the fact that
theoretical learning about the subject (as taught by
teachers and textbooks) does not provide a real
experience of the actual world. As a result, rural
natural areas known as SATOYAMA are gaining
attention as places where one can acquire practical
knowledge of the environmental problem. The key
concepts in understanding SATOYAMA involve
complex mechanisms that are concerned with the
actual situation of vegetation succession. However,
practical knowledge of these concepts cannot be had
simply by reading textbooks or watching films.
Moreover, since real vegetation succession happens
over large time scales such as tens or hundreds of
years, it cannot be completely experienced in
SATOYAMA-based fieldwork. For that reason, it is
difficult to understand vegetation succession in a
realistic way. To overcome these problems, it is
necessary to develop game-like learning tools that
enable students to learn about vegetation succession
without being limited by the large time scale
involved in it. There have been many studies related
to using games for learning (Facer, et al., 2004,
Squire and Klopfer, 2007). These earlier studies
have revealed that the simulation provided by games
can help students gain the ability to understand the
microscopic and macroscopic worlds. However, ours
is the only pedagogical initiative that focuses on
learning about environmental problems through
vegetation succession in SATOYAMA.
The authors have developed “Human
SUGOROKU” that has the conservation of
SATOYAMA as an exercise for learners to work
with a familiar environmental problem. In this game,
Kawaguchi, S., Sakai, T., Tamaki, H., Mizoguchi, H., Egusa, R., Takeda, Y., Yamaguchi, E., Inagaki, S., Kusunoki, F., Funaoi, H. and Masanori, S.
SATOYAMA: Time-limited Decision Game for Students to Learn Hundreds Years Forestry Management.
DOI: 10.5220/0006355304810486
In Proceedings of the 9th International Conference on Computer Supported Education (CSEDU 2017) - Volume 1, pages 481-486
ISBN: 978-989-758-239-4
Copyright © 2017 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
481
the change of the dominance of the indicator plant,
due to the environmental disturbance factor (felling,
landslide, precipitation and so on), is expressed in
the SUGOROKU format. In addition, we have
conducted advanced research on a learning material
that visualizes vegetation succession of the
SATOYAMA using animation (Deguchi, et al.,
2010, Deguchi, et al., 2012). As a result, it was
found that the game enhances the will to learn,
deepens the understanding of complex vegetation
succession, improves the ability to solve problems in
matters related to vegetation succession, and so on
(Adachi, et al., 2013, Nakayama, et al., 2014,
Yoshida, et al., 2015). However, the scene in which
the game was set was restricted to a particular area.
In this game, large-scaled ultrasonic sensors were
used and learners worked on the squares arranged in
the virtual world disguised as indicator plants; but
this merely realized restricted immersion. Therefore,
the following four observations were made:
Competitive relationship between plants and
environmental disturbance factors in various
areas could not be expressed.
The propagation of this game was difficult
because of large scale devices used in it and its
lack of portability.
Restricted embodiment could not provide the
learners with the experience of complete
immersion in the virtual world.
The contents of the game could not be adapted to
the intelligence of the learners.
Therefore, in order to deepen understanding and
improve the problem-solving abilities of the learners
in the area of vegetation succession, the authors
decided upon the following objectives for the current
study:
Developing a wide range of contents including
main vegetation succession in each area of Japan.
Making a portable game by using mobile
devices.
Making the contents of the game adaptable to the
intelligence of learners.
As the first step in this endeavor, this paper
presents the details of the current implementation of
the game and the experiments conducted with it.
2 IMPLEMENTATION OF THE
CURRENT GAME
2.1 Purpose of the Game
We name the game introduced in this paper,
SATOYAMA Management Game. SATOYAMA is
the nature of human beings. The SATOYAMA
Management Game can simulate the management of
the environment for the players. Events to be
managed include the following:
Afforestation
Deforestation
Pesticide Application
Removing Deer
The player chooses either one or none of the
above-mentioned actions within a fixed time. The
SATOYAMA`s vegetation changes according to the
selected behavior. Players manage the SATOYAMA
starting from the ideal environment through 20 turns
each. Then, at the end of the game, the final state of
the SATOYAMA compared to the ideal state is the
score by doing so, the players can experience the
Figure 1: Game screen.
CSEDU 2017 - 9th International Conference on Computer Supported Education
482
Figure 2: Game flow.
Figure 3:
The appearance of pine longicorn and deer.
vegetation succession in a realistic way.
The following six kinds of plants grow in the
SATOYAMA Management Game:
Small plants: Rubus microphyllus
Mallotus japonicas
Medium sized plants: Pinus densiflora, Quercus
serrata
Tall plants: Ilex pedunclosa, Castanopsis spp.
These plants have different growth rates and
sizes. R. microphyllus and M. japonicas are rapidly
growing small plants, P densiflora, and Q. serrata
grow at moderate rates, I. pedunclosa and
Castanopsis spp. are tall and slow growing plants.
Moreover, there is competition between plants.
This occurs when two or more plants grow in the
same place. For example, if a tall plant and a small
plant grow in the same densely forested area, the tall
plant gets the sunlight it needs to grow but the small
plant does not. Therefore, the number of small plants
will decrease. In the SATOYAMA Management
game, the beginning starts in an ideal environment.
The ideal environment is one in which many
medium sized plants grow. An ideal SATOYAMA
is shown in Figure 1. If the players do not manage
the SATOYAMA, the competition between the
plants will result in the vegetation consisting only of
tall plants. To prevent this, the player can choose
between “Afforestation” and “Deforestation.” Figure
2 shows the changes in vegetation caused by the
player selecting one of these events. However, when
planting trees or causing deforestation, deer and pine
longicorn appear. Figure 3 shows the appearance of
pine longicorn and deer. To remove these, the two
actions of “Pesticide Application” and “Removing
Deer” can be used.
Players can visually understand the state of
vegetation succession through the SATOYAMA
Management Game. Therefore, students playing
games can easily understand the mutual action that
occurs between plants, the effect of different events
on the SATOYAMA, and the management of the
SATOYAMA. The vegetation succession is
represented by the relative relationship of each plant.
2.2 Configuration of the System
The system consists of a screen, a short focus
projector, a personal computer (PC), and a mouse.
When the player uses the mouse and selects an event
on the screen, a corresponding change occurs in the
SATOYAMA. These operations and controls were
implemented using a C# program that we developed
using Visual Studio 2013. With this program, it is
possible to increase or decrease the numbers of each
plant arbitrarily.
Table 1 shows the relationship between each
event and the increase and decrease of the number of
plants. SATOYAMA starting from the ideal state
changes every time. If the player selects
“Afforestation,” medium sized plants will increase.
Selecting “Deforestation” reduces the number of
tall plants. When the number of P. densiflora reaches
six or more, the pine longicorn appears. When the
number of R. microphyllus reaches three or more,
deer appear. Their appearance is not random. The
influence on the vegetation by the two organisms
depends on the characteristics of the plants. Pine
longicorn appears in P. densiflora, so P. densiflora is
markedly reduced. On the other hand, the small
plants increase owing to the competition between the
SATOYAMA: Time-limited Decision Game for Students to Learn Hundreds Years Forestry Management
483
Table 1:
The relationship between each event and the change in the number of plants.
Plants
Events
R. microphyllu
s
M. japonicus
P. densiflora
Q. serrata
I. pedunclosa
Castanopsis spp.
Afforestation
Increase Increase
Deforestation
Increase Increase Increase Increase Decrease Decrease
Pine longicorn
Increase Increase Decrease
Pesticide Application
Stopping the decrease in plants caused by Pine longicorn
Deer
Decrease Decrease Decrease Decrease
Removing Deer
Stopping the decrease in plants caused by Deer
and grow in every turn. If the total number of or are more than 0, the other plants decrease.
plants. If “Pesticide Application” is chosen, it can
prevent the decrease of P. densiflora. While the deer
eats all kinds of plants, it prefers small plants and
seedlings. Therefore, when the deer appear, there is
a great decrease in the small plants. On the other
hand, if the player chooses the option of “Removing
Deer,” the number of the small increases more than
the other plants. In the meanwhile, the tall plants
continue to whether or not events occur.
Furthermore, when the tall plants grow, the number
of small and medium plants decreases owing to the
competition.
3 EXPERIMENT
3.1 Method
Participants: Thirty-eight 6
th
grade students from
elementary schools affiliated to a national university
corporation.
Procedures and challenges: A game simulating
the management of undeveloped woodlands near
populated areas was played thrice by each
participant. The game was played by one participant
at a time. Each participant was asked to consider a
strategy before the commencement of each game.
After playing three rounds, the participants were
asked to evaluate their gaming experience by rating
their response to the two types multiple-choice of
statements. The first one listed the following four
options: 1) “I enjoyed playing the woodlands
management game,” 2) “The game got me engaged
in woodlands management,”; 3.) “I was emotionally
affected by the score (happy, disappointed etc.),”
and 4) “I was happy when I was able to accurately
predict changes caused by such actions as tree
planting, lumbering, pesticide spraying, and deer
culling.”
Figure 4: Environment of the Experiment.
The other type comprised the following two
CSEDU 2017 - 9th International Conference on Computer Supported Education
484
statements pertaining to the user interface: 1)
“Viewing the screen of the woodlands management
game made it easy to see the condition of the
woodlands,” and 2) “The woodland management
game was easy to play.” The responses to each of
the six statements were rated on a 7-point Likert
scale that ranged from “Strongly Agree” to
“Strongly Disagree.”
The survey was conducted from December 19 to
22, 2016. Figure 4 shows the environment of the
experiment.
3.2 Result
We sorted the responses into positive (Strongly
Agree, Agree, Somewhat Agree), and
neutral/negative (Neither Agree nor Disagree,
Somewhat Disagree, Disagree, Strongly Disagree).
We then analyzed the number of positive and
neutral/negative responses by using Fisher’s exact
test, with a 1 x 2 contingency table.
Table 2 summarizes the questionnaire results.
When evaluating the results of user engagement with
the woodlands management game experience,
positive responses to all four statements
outnumbered neutral/negative responses. A
significant bias was observed among the number of
responses.
We then evaluated results for the woodlands
management game interface. Positive responses to
both questions again outnumbered neutral/negative
responses, and a significant bias was again observed
among the numbers of responses.
4 CONCLUSIONS
This paper concerns development and evaluation of
a game for managing undeveloped woodlands near
populated areas; the game also provides practical
training by simulating woodland management
experience. Positive responses outnumbered
neutral/negative responses for all four items
regarding user engagement of the game, and for both
the items concerning the user interface. The
difference between the numbers of responses was
significant.
These results show that the participants played
the woodland management game with enthusiasm.
The results also show the participants put
considerable thought into game strategies pertaining
to simulated changes in the woodlands.
Possible additions to the study may be the
conducting of a video analysis of the participants
playing the game, and qualitatively evaluating the
effectiveness of the game as a tool for studying plant
succession and learning woodland management
support. Other possibilities would be to conduct a
comprehensive analysis of data obtained by
evaluation tests, and to discuss ways in which the
game may be improved.
ACKNOWLEDGEMENTS
This work was supported by JSPS KAKENHI Grant
Numbers JP26282061, JP26560129, JP15H02936,
JP16H03059, and JP16H01814. The experiment was
supported by Kobe Elementary School.
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Table 2: Subjective assessment of woodlands game experience.
Statements 7 6 5 4 3 2 1
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The game got me engaged in woodlands management. ** 17 15 6 0 0 0 0
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Viewing the screen of the woodlands management game made it easy for me to
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