Integrating Analog Games and Minecraft for Urban Greening
Education: A Serious Game Approach for Elementary Students
Ryohei Egusa
1
, Yuuri Kimura
2
and Hiroko Tsuji
3
1
Platform for Arts and Sciences, Chiba University of Commerce,1-3-1, Konodai, Ichilkawa, Japan
2
Institute for Liberal Arts, Institute of Science Tokyo, 2-12-1, Ookayama, Meguro-ku, Tokyo, Japan
3
Department of Education and Child Development, Department of Psychology,
Meiji Gakuin University,
1-2-37, Shirokanedai, Minato-ku, Toky, Japan
Keywords: Environmental Education, Serious Game, Minecraft, SDGs.
Abstract: This study presents the development of a serious game that integrates an analog board game with Minecraft
to enhance urban greening education for elementary school students. Urban greening plays a crucial role in
sustainable urban development by contributing to environmental regulation, public well-being, and achieving
Sustainable Development Goals (SDGs). However, environmental education in Japanese elementary schools
remains limited due to the complexity of the topic and curriculum constraints. The proposed game features
intuitive controls and real-time simulation, allowing students to learn about urban greening through interactive
city-building activities. The game system uses a web camera to capture the placement of physical game pieces
on a board, with TensorFlow processing the image to identify piece types and positions. This data is converted
into NumPy array, corresponding to Minecraft’s world coordinates, and the city is constructed using pre-
defined building information. A scoring system evaluates development levels and air pollution based on the
types, quantities, and configurations of buildings. The game promotes collaborative problem-solving and
active discussion among players, enhancing engagement with urban greening concepts. Future work involves
refining the missions, scoring mechanisms, and conducting practical tests to evaluate the game’s educational
effectiveness in fostering sustainable urban learning.
1 INTRODUCTION
Urban greening has been widely acknowledged for its
multifaceted and substantial contributions to urban
environments. It is expected to play a critical role in
alleviating the urban heat island effect, enhancing air
quality through pollutant filtration, promoting
psychological well-being, and fostering more liveable
urban spaces by offering areas for recreation and
relaxation (e.g. Islam et al., 2024; Makram et al.,
2024; Yao et al., 2020). Moreover, urban greening
serves as a crucial strategy for climate change
mitigation and adaptation in cities, contributing to
carbon sequestration and reducing energy
consumption (Norton et al., 2015). The integration of
green infrastructure in urban planning has also shown
economic benefits, related environmental regulation
and property values (Song et al., 2018). Thus, urban
greening is not just an environmental initiative but a
comprehensive solution for sustainable urban
development.
The United Nations’ 2030 Agenda for Sustainable
Development comprises 17 Sustainable Development
Goals (SDGs) that are to be achieved by 2030. Within
this framework, Urban Greening hold a critical role at
the local level by providing recreational services,
contributing to bioclimatic regulation, and
functioning as carbon sinks. Lorenzo-Sáez et al.
(2021) pointed that green urban areas (GUAs) make
direct contributions to three key SDGs: SDG 11 -
Sustainable Cities and Communities, SDG 13 -
Climate Action, and SDG 15 - Life on Land. Urban
greening represents an important aspect of
environmental education, integrating various
disciplines such as plant sciences, urban planning,
community development involving diverse
stakeholders, and engineering-based problem-solving.
Within the framework of education for SDGs, theme
of urban greening provides substantial educational
value by addressing critical environmental, social,
and technical challenges, thereby fostering a
598
Egusa, R., Kimura, Y. and Tsuji, H.
Integrating Analog Games and Minecraft for Urban Greening Education: A Serious Game Approach for Elementary Students.
DOI: 10.5220/0013441400003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 598-603
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
comprehensive understanding of sustainable urban
development.
Additionally, urban greening is a promising theme
for STEAM education due to its strong ties to
sustainability and the SDGs. STEAM education is an
interdisciplinary teaching approach that integrates
Science, Technology, Engineering, (Liberal) Arts,
and Mathematics (Yakman, 2006). This holistic
approach encourages students to connect diverse
subjects, solve real-world problems creatively, and
develop skills essential for the 21st century. Urban
greening involves enhancing city environments
through initiatives like planting trees, creating green
roofs, or designing sustainable urban spaces.
However, environmental education in Japanese
elementary schools is not adequately covered in the
curriculum. In Japan, the National Land Afforestation
Promotion Organization (2020) highlights that forest
creation, which utilizes the functions of plants to
foster improvements toward a sustainable
environment, is closely aligned with the objectives of
the Sustainable Development Goals (SDGs).
However, it has been pointed out that Japan’s national
curriculum guidelines lack explicit references to
environmental education. Instead, “environment” is
merely presented as an illustrative theme that may be
addressed during the “Period for Integrated Studies,”
indicating the limited emphasis placed on
environmental education within the formal
curriculum framework (National Land Afforestation
Promotion Organization, 2022). There are some
practical examples ofgreen curtains andschool
greening” centered around elementary schools, but
not all of them are positioned within educational
activities (Zheng et al., 2020). As you can see, it is
difficult to make greening a learning task for learners
to take the initiative in Japanese elementary school
education.
Urban greening education presents several
inherent challenges from learners’ engagement and
motivational perspectives. First, the complex
interplay between natural phenomena and societal
factors makes it impractical to conduct empirical
experiments or demonstrate immediate effects within
the constraints of traditional classroom settings.
Second, while observational learning from familiar
urban environments in learners' neighborhoods and
existing local data sets are valuable, the availability
of suitable learning environments or relevant data
cannot be consistently guaranteed across different
educational contexts and communities where students
live and study. While theoretical learning through
idealized case studies is possible, such approaches
may fail to establish meaningful connections with
learners' lived experiences.
Gamification effectively addresses these
pedagogical challenges by providing an interactive
simulation environment where learners can observe
the direct consequences of their decisions on
environmental and social outcomes. Gamification has
garnered significant scholarly attention across diverse
disciplines, including education, informatics, human-
computer interaction, and health sciences. While
systematic reviews have shown mixed results
regarding its educational effectiveness, numerous
studies have investigated its potential for enhancing
learner motivation and engagement (Seaborn & Fels,
2015; Koivisto & Hamari, 2019). Furthermore, the
integration of collaborative elements in game design
is expected to promote active discussion and peer
learning, fostering the development of critical
thinking and problem-solving competencies. These
collaborative aspects are particularly pertinent given
the multi-stakeholder nature of real-world urban
planning and environmental management decisions.
This study aims to develop a serious game focused
on greening activities for elementary school students,
with the objective of fostering their understanding
and increasing their engagement in environmental
initiatives. A serious game is defined as a game
designed with a primary purpose beyond mere
entertainment, often serving educational, training,
and professional development goals across various
fields (Boyle et al., 2016). By experiencing the
complex structure and effects of urban greening
through a game-based format, children are enabled to
engage intuitively and actively in environmental
learning through urban greening simulations. This
paper presents the development concept and the
system architecture underlying the serious game.
2 GAME SYSTEM
2.1 Concept
Our game system design is grounded in social
constructivism (Vygotsky, 1978), which posits that
knowledge construction occurs through dialogic
interaction and social engagement. The system
facilitates collaborative urban greening strategies
through an approach, combining physical game board
manipulation with digital feedback. The learning
process will be structured through designed mission
scenarios incorporating scaffolding and fading, where
urban planning challenges will progressively increase
in complexity from basic city development to
Integrating Analog Games and Minecraft for Urban Greening Education: A Serious Game Approach for Elementary Students
599
advanced environmental management. These
missions, supported by computer-mediated
interactions, are planned to guide students from
simple spatial arrangements to complex decision-
making involving multiple stakeholders and
environmental factors, enabling them to develop
experiential understanding of urban greening
principles. As students demonstrate mastery of basic
concepts, the scaffolding will gradually fade,
allowing for more autonomous problem-solving in
complex scenarios.
The integration of analog and digital game
elements in educational contexts has emerged as a
promising approach for creating engaging learning
environments. A primary advantage of this hybrid
approach is the provision of immediate digital
feedback in response to physical object manipulation.
This methodology has demonstrated efficacy with
younger learners (Sluis et al., 2004; Zuckerman et al.,
2005). The representation of urban planning elements
through tangible objects on the game board, coupled
with digital feedback, is designed to enhance spatial
cognition through object manipulation.
For older learners, the incorporation of physical
objects offers distinct advantages in supporting social
tasks and collaborative activities. The tangible
interface creates a shared workspace that facilitates
collaborative engagement, and participants can more
readily observe and interact with each other's
contributions compared to purely graphical
representations on digital displays (Suzuki & Kato,
1995; Zuckerman et al., 2005).
Based on these theoretical and empirical
foundations, our game integrates analog and digital
elements to present urban greening challenges and
promote collaborative problem-solving among
players.
2.2 Game Design
The game was designed with the aim of ensuring
intuitive operation. To achieve this, the development
was based on an analog board game framework.
Additionally, a visualization component using
Minecraft, which aligns well with STEAM education
for children, was integrated. Specifically, the
gameplay proceeds as follows: players place physical
pieces on a game board, with each piece representing
elements such as green spaces, residential areas,
factories, and hospitals. Based on the placement of
these pieces, a city is generated within the Minecraft
environment (Figure 1, 2).
Each piece is assigned scores representing
development factors—such as population, production,
Figure 1: Concept Design.
Figure 2: Game Pieces.
and convenience—as well as air pollution levels.
These scores are influenced not only by the number of
pieces placed but also by their spatial arrangement.
For example, placing residential areas near factories
increases air pollution levels, but this effect can be
mitigated by placing green spaces between them.
Players engage in discussions as they position the
pieces and adjust their placements after observing the
outcomes. Through this interactive city-building
simulation, players can learn about the effects of urban
greening on environmental and urban development.
This game is structured around discussions and
missions, encouraging players to deepen their
understanding of urban greening through simulation
and dialogue. In real-world urban development, the
involvement of numerous stakeholders often results
in complex situations. Examples of missions and key
objectives during gameplay are as follows: 1) Create
a city with a specified population: Place multiple
residential areas and factories to enhance the city’s
development level. 2) Reduce air pollution while
maintaining the development level: Strategically
place residential areas, factories, and green spaces to
balance growth and environmental impact. 3)
Improve the city’s convenience: Maintain green
spaces while adding facilities such as hospitals and
residential buildings. Additionally, a cost is assigned
to each piece, and the total number of pieces that
players can place is limited by a budget, introducing
a strategic dimension to the gameplay. The missions
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can be flexibly adjusted based on the players’ skill
levels, ensuring a more tailored and adaptive
experience. Through these missions, players engage
in collaborative problem-solving and gain valuable
insights into the complexities and strategies involved
in sustainable urban planning.
2.3 System Environment
The system is composed of the following
components: a laptop PC, a web camera, Google
Colaboratory, and physical game pieces. We utilize
the Minecraft Forge API, which provides hooks into
Minecraft, to transfer information between the
physical placement of the game pieces captured by
the web camera and the Minecraft world. Minecraft
version 1.12 is used in this setup.
The program is developed using Python (v3.12)
and JavaScript (ES5). For Python, the non-standard
libraries Tensorflow (v2.17.1), NumPy (v1.26.4), and
mcpi (v1.2.1) are employed to handle computations
and interactions with the Minecraft interface.
2.4 System Overview
The system requires the following equipment for
operation:1. A game board (150cm × 150cm blank),
2. Game pieces (5cm × 5cm × 5cm per piece), with
the number and kinds of pieces determined by
specific mission requirements, 3. One laptop
computer (meeting or exceeding Minecraft's
recommended system requirements), 4. A web
camera (recommended: 2 megapixels or higher
resolution), 5. Internet connectivity.
The system operates as follows (Figure 3). First,
players place game pieces on the board. The pieces
are cubic in shape, with their top surfaces painted in
distinct colors to represent different types of
buildings. Next, Google Colaboratory controls the
web camera to capture an image of the board. The
captured image is sent to Colaboratory as image data
and processed using TensorFlow to estimate the types
and positions of the pieces.
The estimated data is converted into a 300×300
NumPy array, where each element corresponds to the
position and type of a game piece. This array directly
maps to the x, z coordinates in the 300×300 block grid
within the Minecraft world. The generated NumPy
array data is then read by the Building Program and
the Scoring Program on the laptop PC.
The Building Program uses the recorded types and
positions of the pieces in the NumPy array to place
corresponding blocks in the Minecraft world. It
references a CSV file containing predefined
information on the structures and block types for each
building type. Subsequently, the Scoring Program
calculates the city’s development level and air
pollution index based on the types, quantities, and
arrangements of the buildings. These values are
displayed in real time as an overlay on the Minecraft
gameplay screen on the laptop PC.
Figure 3: System Overview.
Integrating Analog Games and Minecraft for Urban Greening Education: A Serious Game Approach for Elementary Students
601
3 CONCLUSIONS
This study outlines the development of a game that
integrates an analog board game with Minecraft to
support learning about urban greening. Despite the
recognized importance of urban greening, its
complexity, alongside the time, cost, and spatial
constraints involved in effective education, has posed
significant challenges. This game, with its intuitive
controls and real-time simulation, has the potential to
improve urban greening education, a subject that has
received limited attention in Japanese elementary
schools.
The game is designed to promote discussion and
simulation-based learning, encouraging students to
engage actively in the learning process. Future work
will focus on refining the missions and scoring
systems based on expert input in areas such as SDGs,
STEAM education, environmental studies, and urban
greening. Additionally, practical testing and
evaluation of the game’s educational effectiveness
will be necessary to assess its contribution to urban
greening education.
ACKNOWLEDGEMENTS
This work was supported by JSPS KAKENHI Grant
Number 24H00169. We would like to express our
sincere gratitude to the students of Meiji Gakuin
University for their valuable contributions in
generating ideas and assisting with the development
of this game.
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