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.
REFERENCES
Adachi, T., Goseki, M., Muratsu, K., Mizoguchi, H.,
Namatame, M., Sugimoto, M., Kusunoki, F.,
Yamaguchi, E., Inagaki, S. & Takeda, Y., 2013.
‘Human SUGOROKU: full-body interaction system for
children to learn vegetation succession. In Proceedings
of the 12th International Conference on Interaction
Design and Children (IDC2013). Association for
Computing Machinery. New York, June, pp. 364-367.
Calderón, A., & Ruiz, M., 2014. Bringing Real-life Practice
in Software Project Management Training Through a
Simulation-based Serious Game. In Proceedings of the
6th International Conference on Computer Supported
Education (CSEDU2014). Vol. 2. Barcelona, Spain,
April, pp. 117-124.
Deguchi, A., Inagaki, S., Kusunoki, F., Yamaguchi, E.,
Takeda, Y. & Sugimoto, M., 2010. Vegetation
interaction game: Digital SUGOROKU of vegetation
succession for children. In Proceedings of the 9th
International Conference on Entertainment Computing
(ICEC2010). Springer-Verlag. Berlin, Heidelberg,
September, pp. 493-495.
Deguchi, A., Takeda, Y., Kusunoki, F., Tanaka, M., Inagaki,
S., Yamaguchi, E., Sugimoto M., 2012. ‘Development
and evaluation of a digital environmental learning game
for children. In E-Book Proceedings of the ESERA 2011
Conference: Science Learning and Citizenship.
European Science Education Research Association, pp.
26-32.
Kawaguchi, S., Sakai, T., Tamaki, H., Mizoguchi, H.,
Egusa, R., Takeda, Y., Yamaguchi, E., Inagaki, S.,
Kusunoki, F., Funaoi, H., Masanori, S., 2017.
SATOYAMA: Time-limited decision game for
management. In Proceedings of the 9th International
Conference on Computer Supported Education
(CSEDU2017). Springer International Publishing. New
York, vol. 1, April, pp. 481-486.
Kawaguchi, S., Mizoguchi, H., Egusa, R., Takeda, Y.,
Yamaguchi, E., Inagaki, S., Kusunoki, F., Funaoi, H.,
Masanori, S., 2018. A forestry management game as a
learning support system for increased understanding of
vegetation succession- effective environmental
education towards a sustainable society. In Proceedings
of the 10th International Conference on Computer
Supported Education (CSEDU2018). vol. 1. SciTePress.
Setubal, Portugal, March, pp. 322-327.
Ministry of the Environment, Government of Japan, 2010.
Action plan for the conservation and sustainable use of
socio-ecological production landscapes (Satochi-
satoyama), Government of Japan. Tokyo, Japan.
Nakayama, T., Adachi, T., Muratsu, K., Mizoguchi, H.,
Namatame, M., Sugimoto, M., Kusunoki, F.,
Yamaguchi, E., Inagaki, S., Takeda, Y., 2014. Human
SUGOROKU: Learning support system of vegetation
succession with full-body interaction interface. In
Proceedings of CHI EA’14- CHI’14 Extended
Abstracts on Human Factors in Computing Systems
(CHI2014). Association for Computing Machinery.
New York, April, pp. 2227-2232.
Prensky, M., 2003. Digital game-based learning.
Computers in Entertainment (CIE). Association for
Computing Machinery. vol. 1, No.1. New York,
October, pp. 1-4.
United Nations, 2015. Transforming our world: The 2030
agenda for sustainable development, United Nations.
New York.
Yoshida, R., Adachi, T., Muratsu, K., Mizoguchi, H.,
Kusunoki, F., Namatame, M., Sugimoto, M.,
Yamaguchi, E., Inagaki, S, Takeda, Y., 2015. Life-size
board game “HUMAN SUGOROKU” to teach children
about vegetation succession. In Proceedings of the 7th
International Conference on Computer Supported
Education (CSEDU2015). vol. 2. Springer International
Publishing. New York, April, pp. 295-300.