| Literature DB >> 35035889 |
Kin Meng Cheng1, Ah Choo Koo1, Junita Shariza Mohd Nasir1, Shen Yuong Wong2.
Abstract
Background: Gamification is an innovative approach to engaging in activities that people believe as less interesting. Recycling has been an issue not taken aware by the people in environmental sustainability. There are substantial studies on recycling intention due to the continual growth of unethical and unsustainable waste disposal. Creative approaches to recycling awareness activities should be made to fulfil youths' increasing interest in and demand for recycling. The main objective of this study is to explore the factors related to youths' recycling intentions after experiencing a gamified online recycling learning activity, Edcraft Gamified Learning (EGL). Gamified recycling education is believed to be a practical and engaging approach for youths.Entities:
Keywords: Digital natives; Edcraft; Focus group discussion; Gamified learning; Inter-rater reliability; Qualitative; Recycling intention; Youth
Mesh:
Year: 2021 PMID: 35035889 PMCID: PMC8729030 DOI: 10.12688/f1000research.72761.2
Source DB: PubMed Journal: F1000Res ISSN: 2046-1402
Review of studies of gamified learning research in the recycling area.
| Gamified learning recycling research | Study type | Findings | Recommendations |
|---|---|---|---|
| Make waste fun again! A gamification approach to recycling
| Qualitative, focus group discussion (n = 25, older male participants, younger adults, students and younger and elderly) | Feedback, awards, achievements, collaborative and competitive features from video games are all important in closing the gap between waste management behaviour and knowledge. | Waste management can engage with the game elements applied in the social mechanism. |
| How to encourage recycling behaviour? The case of WasteApp: a gamified mobile application
| Quantitative, questionnaire survey (n = 79, industry experts with different professions) | Adopting a gamified sustainability app directly and significantly impacts the intention depending on the expected social benefits and perceived risks. | External factors from friends and colleagues affect the intention of the use of gamified technology can achieve better recycling behaviour |
| Advocating recycling and encouraging environmentally friendly habits through gamification: An empirical investigation
| Quantitative, questionnaire survey (n = 457, users of
| The gamification website’s engagement positively affects the cognition- and affect-based attitudes and satisfaction in improving users’ recycling behaviors and behavioiral intentions. | Incorporating gamification in technology can improve an individual’s attitude towards recycling intention. |
| Incentives for Plastic Recycling: How to Engage Citizens in Active Collection. Empirical Evidence from Spain
| Quantitative, questionnaire survey (n = 1053, families) | Results show people can be influenced and their recycling habits changed through varied, effective, and innovative incentive schemes. | An innovative solution like gamification is important to raise environmental awareness and should be rewarding. |
Figure 1. The conceptual framework showing four key themes or concepts related to recycling intention.
Figure 2. Overview of Edcraft Gamified Learning (EGL) activity flow.
Kappa statistics of agreement.
| Symmetric measures | ||||
|---|---|---|---|---|
| Value | Asymptotic standard error
| Approximate T
| Approximate significance | |
| Measure of agreement kappa | 0.786 | 0.206 | 4.895 | 0.000 |
| N of valid cases | 37 | |||
Not assuming the null hypothesis.
Using the asymptotic standard error assuming the null hypothesis.
Figure 3. Verified conceptual framework categorised into four themes.