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Gamifying the Element of Forgetting in E-learning Systems

Natural disasters are a major threat in Japan. It is convenient to have disaster prevention education as e-learning for distribution to many people each year, but this type of material needs to be revisited and reviewed a number of times before it can be recalled instantly at a later date, for example in an emergency situation. In this research, we apply visual novel design techniques to disaster prevention learning contents and develop an e-learning system with a gamification element for estimating how long it will take for the information learned to be forgotten. That is, we indicate to users not only how well they are progressing with the e-learning units and quizzes, but also how their information retention fitness is regressing if they do not revisit the material for long periods of time.