Abstract
This paper examines the educational effects of information ethics education through an experiment focusing on informational logging, one of five characteristic features of information technology. The experiment involved 85 6th year elementary school students who participated in a logged MMORPG session and were then given feedback on their actions. A significant increase was observed in the experimental group's understanding of the subject matter relative to the control group. Furthermore, within the experimental group, Internet usage-related interest and usage-related anxiety were significantly increased. These effects remained five months later and suggest that the educational methods presented in this paper are effective.