An evaluation of online Edcraft gamified learning (EGL) to understand motivation and intention of recycling among youth


Cheng, Kin Meng and Koo, Ah Choo and Mohd Nasir, Junita Shariza and Wong, Shen Yuong (2022) An evaluation of online Edcraft gamified learning (EGL) to understand motivation and intention of recycling among youth. Scientific Reports, 12 (1). ISSN 2045-2322

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Recycling is a process carried out by various organizations and individuals to enhance the environment’s long-term sustainability. Some youth think that recycling is a monotonous action as it may seem inconvenient, less aware of the environmental issues and more time-consuming than they think and rather go for video games. Therefore, this study investigates the relationship between motivation and recycling intention in gamified learning among youth. To address the research aim, this study uses gamification as a motivational driver for a game-like learning experience to improve recycling intentions among youth. Self-determination theory (SDT) and the theory of Planned Behavior (TPB) will be this study's main motivational and behavioral theories. (n = 124) high schools and college students were invited to take part in an online gamified recycling activity, Edcraft Gamified Learning (EGL), consisting of two levels of gamified unused plastic-crafting recycling activities. After the activity, the participants will answer a post-event questionnaire and the data collected were analyzed. The result shows that controlled motivation (CM) and autonomous motivation (AM) positively influenced youth attitudes and social norms. Besides, attitude is the only psychosocial determinant that positively influences the recycling intention of the youth. Gamification only moderates positively between attitude and recycling intention. This study has clearly shown the effectiveness of gamified learning activity towards recycling intention directly and as a component that moderates the relationship between attitude and recycling intention, which shows a favorable evaluation towards recycling intention with gamified learning involved. Moreover, the findings showed that not all relationships are positive in a gamified learning environment, and it gives a good view on the weakness and strengths with the guideline of SDT and TPB.

Item Type: Article
Uncontrolled Keywords: Gamification, Motivation (Psychology)—Periodicals
Subjects: B Philosophy. Psychology. Religion > BF Psychology (General) > BF1-990 Psychology
Divisions: Faculty of Creative Multimedia (FCM)
Depositing User: Ms Nurul Iqtiani Ahmad
Date Deposited: 10 Jan 2023 01:21
Last Modified: 01 Mar 2023 01:57


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