Abstract
This study evaluates the effectiveness of a Reversi teaching method proposed at the 14th Annual Conference of the Digital Games Research Association Japan (DiGRA JAPAN). The ability to select optimal moves and the thinking time for each move were compared between groups with and without instructional support, using AI matches and Reversi-related puzzles. The findings revealed that while the proposed method did not enhance the ability to select optimal moves, it contributed to fostering prolonged and deliberate contemplation during gameplay.