Citation
Cheng, Kin Meng and Koo, Ah Choo and Mohd Nasir, Junita Shariza and Wong, Shen Yuong (2021) Playing Edcraft at Home: Gamified Online Learning for Recycling Intention during Lockdown. F1000Research, 10 (890). pp. 1-17. ISSN 2046-1402
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Abstract
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. Methods: 100 students participated in EGL, consisting of two levels of plastic crafting and recycling activities. They experienced online EGL at home between May and September in 2020, during the COVID-19 pandemic total lockdown in Malaysia, namely, Movement Control Order (MCO). 29 participants were selected to participate in five focus group discussions (FGDs) with five to eight participants per session to explore their opinions towards gamified learning, motivation and recycling intention.
Item Type: | Article |
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Uncontrolled Keywords: | Recycling intention, Gamified learning, Youth, Digital natives, Qualitative, Focus group discussion, Edcraft, Inter-rater reliability |
Subjects: | L Education > LC Special aspects of education |
Divisions: | Faculty of Creative Multimedia (FCM) |
Depositing User: | Ms Nurul Iqtiani Ahmad |
Date Deposited: | 21 Feb 2022 05:13 |
Last Modified: | 01 Mar 2023 01:57 |
URII: | http://shdl.mmu.edu.my/id/eprint/9964 |
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