Table 3: Comments made by participant P5 regarding a mutual action.
01 Moderator : Next, let’s turn over the event card.
02 P5 : It’s a rainy day!
03
Other
(Pinus Densiflora)
: Great! I can move forward three squares!
04 P5 : I can’t move much.
05 Other : Just one square?
06 P5 : Yes.
07 Other : One, two, three (counts squares). I’ve really moved ahead.
08 P5 : [Mutual action with Pinus Densiflora occurs.] Wait a minute. Now I have
to move back two squares. You’re the worst!
Note. P5: Participant 5
3.2 Results
Table 1 shows the number of comments that
indicated immersion as well as the number of
comments unrelated to immersion. More than 70%
of the total comments made by P1, P3, P4, and P5
indicated immersion, and more than 60% of the total
comments made by P2 indicated the same.
Table 2 shows P3’s comments relating to an
event card. P3 was hoping for a large disturbance, so
that the plant (Mallotus Japonicus), the role of which
he played, could move forward [01]. At the same
time, the participant playing the role of Castanopsis
was hoping for a sunny day or a rainy day event card,
so that her plant could move forward [02]. When the
event card indicated a landslide, the participant
playing the role of Castanopsis was disappointed as
she had to move back four squares [06], while P3
was happy at being able to move forward [07].
Table 3 shows P5’s comments relating to a mutual
action. When a rainy day event card appeared, the
participant playing the role of Pinus Densiflora was
happy to be able to move forward three
squares [03], while P5 was unhappy at only being
able to move forward by a square [04]. Due to the
movements of each plant, Rubus Microphyllus and
Pinus Densiflora arrived at the same square,
resulting in a mutual action. Consequently, Rubus
Microphyllus had to move back two squares, and
expressed anger toward the player playing Pinus
Densiflora [08].
4 CONCLUSIONS
In this paper, we proposed and tested a movement-
based “Human SUGOROKU” game designed to
educate students about vegetation succession while
having fun. The results of our evaluation, based on
participants’ comments during the game, indicated
that the participants were thoroughly immersed in
the game. We surmise that there are two reasons for
this result: (1) The participants were able to
experience fondness for the plant they played, since
the participants themselves were the pieces in the
SUGOROKU game. (2) Because the participants
had to move forward or backward according to
whether the plants flourished or decayed,
respectively, they felt as if they were the actual
plants.
ACKNOWLEDGEMENTS
This research was partly supported by the Grants-in-
Aid for Scientific Research (B) (No. 23300303) and
(B) (No. 24300290).
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