A Forestry Management Game as a Learning Support System for
Increased Understanding of Vegetation Succession
Effective Environmental Education Towards a Sustainable Society
Shuya Kawaguchi
1
, Hiroshi Mizoguchi
1
Ryohei Egusa
2,3
, Yoshiaki Takeda
3
, Etsuji Yamaguchi
3
,
Shigenori Inagaki
3
, Fusako Kusunoki
4
, Hideo Funaoi
5
and Masanori Sugimoto
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: Environmental Problems, Simulation, Virtual World, Score, Clear-Cut Logging, Evergreen Tree Logging,
Tree Size, Children, Problem-solving Skills.
Abstract: At present, there are many environmental problems, and environmental education is necessary to realize a
sustainable society. The most important element of education is practical application of what has been learned,
as this will deepen our understanding of the topic. As a part of environmental education, field work is
conducted to encourage children to learn vegetation succession. However, because vegetation successions
occur over an extended period of time, it is difficult for children to observe and participate throughout an
entire vegetation succession cycle even if they do field work. Thus, as a step toward effective environmental
education for a sustainable society, we developed a learning support system for children to better understand
vegetation successions. This learning support system enables simulated forest management over a period of
hundreds of years, providing users the opportunity to observe and learn which factors encourage and hinder
plant growth in forests. The system simulates a period of approximately 300 years, and regularly scores the
skills of the user according to the state of the forest. The changing score encourages the user to optimize forest
management. As a first step of system evaluation, college students were asked to participate as users.
Consequently, the participants suggested that this system can enhance understanding of, and problem-solving
skills regarding, vegetation successions.
1 INTRODUCTION
In recent years, global environmental problems have
become increasingly more severe. Under these
circumstances, it is important to realize a sustainable
society. Thus, it is necessary to study the history of
the natural environment and its patterns of change as
the foundation of mankind from experience.
However, one of the difficulties of environmental
education is that it is not easy for learners to apply
knowledge learned via teachers and textbooks to the
real world. For example, it can be explained in
SATOYAMA, which is a virtual ecosystem that is
drawing attention as a powerful educational tool to
promote environmental education. The complicated
mechanism of vegetation succession and the actual
state of succession in SATOYAMA have not been
experienced learning outside though learning by
textbooks and images is done.
Figure 1: Vegetation succession.
322
Kawaguchi, S., Mizoguchi, H., Egusa, R., Takeda, Y., Yamaguchi, E., Inagaki, S., Kusunoki, F., Funaoi, H. and Sugimoto, M.
A Forestry Management Game as a Learning Support System for Increased Understanding of Vegetation Succession.
DOI: 10.5220/0006767303220327
In Proceedings of the 10th International Conference on Computer Supported Education (CSEDU 2018), pages 322-327
ISBN: 978-989-758-291-2
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reser ved
Figure 2: Screenshot of game.
Moreover, even if practical experiential learning
is carried out, an actual vegetation succession occurs
over a period of several decades to hundreds of years;
thus, via SATOYAMA, it remains difficult to obtain
a realistic experience of a vegetation succession cycle.
Figure 1 illustrates the basic concept of vegetation
succession. In order to overcome these problems,
development of a learning support system is required
to obtain a deeper understanding of vegetation
succession that is not influenced by the relatively
extended cycle duration.
Thus, a vegetation succession SUGOROKU game
based on SATOYAMA preservation has been
developed to familiarize users with current
environmental problems. In this game, the change in
dominance of indicator plants in response to
environmental disturbance factors (logging,
landslides, precipitation, etc.) was expressed in a
SUGOROKU format. Additionally, we have used
animation to visualize changes throughout a
vegetation succession cycle of SATOYAMA
(Deguchi, et al., 2010, Deguchi, et al., 2012).
Consequently, we were able to demonstrate that the
developed game contributes to increased motivation
to learn, enhances understanding of the complexities
of vegetation succession, and fosters problem-solving
skills related to vegetation succession (Adachi, et al.,
2013, Nakayama, et al., 2014, Yoshida, et al., 2015).
However, it should be noted that the game developed
in this study has focused on the specific area of
"Rokko Mountain." In addition, the use of a large-
scale ultrasonic sensor enables the user to immerse
themselves in the virtual forest and travel along a
predetermined path as an indicator plant.
Furthermore, a wide variety of plants corresponding
to major vegetation in various locations throughout
Japan, utilization of a mobile platform to enable
portability, and infrared sensor-based immersion
were implemented in this study to promote better
understanding of SATOYAMA vegetation
succession and enhanced problem-solving skills
related to forest management. In addition, we aimed
to diversify the simulation contents as according to
the attributes of each user, and devised a plan to
develop new games in which each student could
participate.
Therefore, a SATOYAMA management-based
game, which can be customized to address the
environmental problems to which each user is
familiar, was developed (Kawaguchi, et al., 2017).
The vegetation succession occurring in SATOYAMA
changes in response to human intervention, such as
afforestation, deforestation, pesticide use, and deer
relocation, in addition to the influence of animal
feeding habits and competition between plants. After
studying materials that would enable visualization of
these changes, last year, we designed a SATOYAMA
management game and carried out trial version
development and a preliminary evaluation experiment
with 40 elementary school students. Based on the
results of the evaluation analysis of the demonstration
experiment, the following problems related to
content, game, and system were observed:
A Forestry Management Game as a Learning Support System for Increased Understanding of Vegetation Succession
323
There was insufficient time for the user to
observe a change in vegetation succession
during game play and consider the
corresponding cause.
It was difficult for the user to observe the
ideal conditions of vegetation in
SATOYAMA.
Management methods were insufficient to
cope with various vegetation conditions.
It was a system that could not sufficiently
create a sense of immersion in a virtual
world.
Therefore, to build upon the previous research, the
following goals were chosen for the current research:
The user will be able to observe a change in
vegetation succession during game play and
understand the corresponding cause.
The user will be able to observe the effects
of a forest management decision on
SATOYAMA and compare the current state
to the ideal state at any time.
Develop an improved management method
for more realistic SATOYAMA
management.
Increase the number of species at the
succession stage corresponding to major
vegetation found throughout Japan, as this
will facilitate a sense of immersion.
Subsequent sections of this paper describe the
current form of the game and the preliminary
experiments performed by university students, as this
experiment will later be conducted by primary school
students.
2 CURRENT GAME
IMPLEMENTATION
2.1 Game Purpose
The game introduced in this chapter is titled the
SATOYAMA Management Game. SATOYAMA is a
mountain that humans manage and use, and is located
between a town where humans live and surrounding
nature. It is regarded as a forest necessary for
agriculture such as firewood charcoal production,
compost and wood ash production, and timber
production. In this game, users can simulate
SATOYAMA environmental management. Figure 2
shows the game screen, which also presents the
following management method events:
Clear-Cut Logging
Evergreen Tree Cutting
Afforestation
Pest Control
Deer Removal
Do Nothing
The user selects one of the above actions to initiate
over a certain period of time; consequently, the
vegetation in SATOYAMA changes according to the
selected action. Of these management methods, there
are two types of deforestation: clear-cut logging and
evergreen tree logging. The game begins with
SATOYAMA in a poor state in which many late-stage
species are vegetated; the initial and ideal states are
presented in Figure 3. The user is given 20
opportunities to implement one of the six
management methods and achieve the ideal state of
SATOYAMA in which many middle-stage species
are vegetated. As was previously mentioned, the
current state of SATOYAMA is consistently
compared to the ideal state to provide the user with a
score. This score is displayed on the game screen such
that the user can check it as desired. This facilitates
understanding of the complex mechanism behind
vegetation succession.
The following ten species in the three successional
stages (Figure 4) are implemented in this game:
Early-stage species: Rubus microphyllus,
Mallotus japonicas
Middle-stage species: Pinus densiflora,
Quercus serrata, Rhododendron
reticulatum, Vaccinium oldhamii, Abelia
spathulata
Late-stage species: Castanopsis spp.,
Quercus glauca, Eurya japonica
Figure 3: Initial and ideal states of SATOYAMA.
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324
Figure 4: Types of plants.
Table 1: Plant-event relationship matrix.
Plants
Events
Clear-Cut
Logging
+5
+5
0
0
0
0
0
0
Evergreen Tree
Logging
+5
+4
+4
0
0
0
Afforestation
+4
+3
+3
Pest Control
+5
+4
+6
Deer Removal
+3
+3
+3
+3
+3
+1
+1
+1
Do Nothing
-3
-3
-2
-2
-2
These plants have different growth rates and
terminal sizes. The early-stage species of Rubus
microphyllus is a intolerant shrub and Mallotus
japonicas is a intolerant middle tree, whereas middle-
stage species Pinus densiflora and Quercus serrata
are a intolerant tall trees. Contrastively, middle-stage
species Rhododendron reticulatum, Vaccinium
oldhamii and Abelia spathulata are intolerant shrubs
Late-stage species Castanopsis spp and Quercus
glauca are tolerant tall trees and late-stage species
Eurya japonica is a tolerant shrub.
As was previously mentioned, human
intervention, animal feeding habits, and competition
among plants cause the numbers of these plants to
fluctuate. In SATOYAMA, this human intervention
refers to the six management methods implemented in
the game. Alternatively, the vegetation in this virtual
ecosystem is influenced by the plants eaten by pine
longicorn and deer. Furthermore, when two or more
plants grow in the same place, competition between
plants exists. For example, when tall trees and shrubs
are planted in the same high-density forest area, the
tall trees can receive the sunlight needed to grow, but
also prevent sunlight from reaching the shrubs.
Consequently, the number of shrubs in the area will
decrease. As many late-stage species are present in
the initial state of SATOYAMA, if humans do not
manage the ecosystem, the number of taller trees will
increase, thereby leading to suppression of shorter
shrubs growth and their eventual extinction.
2.2 System Configuration
The entire system comprises a screen, a short focus
projector, a personal computer (PC), and a mouse.
When the user selects an event on the screen by using
the mouse, the corresponding change is applied to the
virtual ecosystem, which also permits the user to
change the number of each plant as desired. These
operations and controls were implemented using a C#
program developed via Visual Studio 2013.
The plant-event relationship matrix is shown in
Table 1. It should be noted that the relative
relationships between each plant reflect the state of
vegetation succession. When learners select clear-cut
logging, all plants are cut down. However, since the
tall trees are gone, only the early-growing early-stage
species will become vegetated. Additionally, if
evergreen tree logging is chosen, the number of late-
stage species will decrease, whereas early-stage
species and middle-stage species will increase.
Alternatively, choosing afforestation will increase the
number of middle-stage species, thereby causing the
number of early-stage species to decrease. As an
example, when the number of P. densiflora increases
to a minimum of six, pine longicorn appear.
Conversely, when the number of R. microphyllus
increases to at least three, deer appear. Although the
occurrence is randomly determined, the effects on
plants by two animals are dependent on the
characteristics of the plants. Middle-stage species
A Forestry Management Game as a Learning Support System for Increased Understanding of Vegetation Succession
325
shrubs, Rhododendron reticulatum, Vaccinium
oldhamii, Abelia spathulata are vegetated when the
numbers of Pinus densiflora and Quercus serrata in
the middle tuber exceed 50%, and disappear when the
numbers are 50% or less.
3 EXPERIMENT
3.1 Method
Students from Tokyo University of Science in Chiba
prefecture in Japan participated in the experiment,
which was carried out from November 12th to 15th,
2017. The participants were eight fourth-year
undergraduates, four first-year master’s degree
students, and three second-year master’s degree
students. Also, always on the time. Each participant
was asked to consider a management strategy before
the commencement of each game, and to carefully
observe the SATOYAMA environment while
playing. Figure 5 presents a photograph of the
experimental environment.
3.2 Results
We evaluated the final score of each participant, and
averaged their scores for each of three trial games. In
order to investigate whether a significant difference
exists between the average scores of each trial game,
the average scores were analyzed via the multiple-
comparison Tukey method.
Table 2 presents the average and dispersion of
scores, and Table 3 presents the results of the Tukey
method. At a confidence level of 5% and 1%, no
significant difference was observed between the
second and third average scores. However, the
differences between the first and second and first and
third trial averages were found to be significant at
confidence levels of 5% and 1%.
Figure 5: Experimental environment.
4 CONCLUSIONS
In this study, we aimed to promote deeper
understanding of vegetation succession and improved
problem-solving skills via immersion in a virtual
ecosystem that allowed the user to visualize the
effects of various significantly influential factors. The
users were tasked to manage SATOYAMA such that
the ideal environment could be realized.
In the experiment conducted to evaluate this
game, the difference between the first and second and
first and third trial average scores of 15 participants
was found to be significant. These results indicate that
participants were able to develop a deeper
understanding of vegetation succession and improved
problem-solving skills by playing this game, as the
increasing scores indicate increasingly effective
management strategies.
By playing the game, users can learn about
vegetation successions via implementation of a
management method that is more realistic than
previously available SATOYAMA management
methods. Furthermore, this game allows the user to
visualize and better understand the consequences of
human intervention, in addition to how animal
population and plant competition affect the state of
vegetation succession.
Table 2: Trial average and dispersion scores.
First
Second
Third
40.8
66.7
73.7
380
92.6
11.0
Table 3: Tukey results.
First-
second
Second-
third
First-third
Calculation result
7.91
2.12
10.0
α=0.05 (3.67 or more)
×
α=0.01 (4.84 or more)
×
However, the effectiveness of this game can be
increased by incorporating video analysis of the
participants playing the game, as this would facilitate
the study of vegetation successions and provide an
additional means to qualitatively assess the
effectiveness of the game as a tool to learn forest
management support. In addition, the game was
preliminarily evaluated via undergraduate and
graduate students to facilitate optimization prior to
presenting the game to elementary school students.
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326
ACKNOWLEDGEMENTS
This work was supported by JSPS KAKENHI Grant
numbers JP26282061, JP26560129, JP15H02936,
JP16H03059, and JP16H01814.
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