The “Satoyama Management Game” for Teaching about the Conservation of the Satoyama Environment: User Evaluation with Elementary School Students Based on Eye Tracking
Abstract: This study evaluated the effectiveness of learning about biodiversity with a computer game called the “Satoyama Management Game.” We posited that learning could be evaluated more appropriately by comparing not only the learners’ game scores, but also their gaze patterns. We obtained the gaze data and the scores of two children in the fifth and sixth grades. The game score changed unevenly with the learner who spent less time looking at the support area on the game screen and more time looking at the score area. This suggests that this type of learner cares too much about ups and downs of the score and thus learned less about satoyama management. This indicates that learning through the Satoyama Management Game is more effective for learners who can pay attention to multiple elements on the screen during the game, but less so for those who pay attention only to certain elements.