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

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 ra...

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Autores principales: Cheng, Kin Meng, Koo, Ah Choo, Nasir, Junita Shariza Binti Mohd, Wong, Shen Yuong
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Nature Publishing Group UK 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9744734/
https://www.ncbi.nlm.nih.gov/pubmed/36509770
http://dx.doi.org/10.1038/s41598-022-15709-2
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author Cheng, Kin Meng
Koo, Ah Choo
Nasir, Junita Shariza Binti Mohd
Wong, Shen Yuong
author_facet Cheng, Kin Meng
Koo, Ah Choo
Nasir, Junita Shariza Binti Mohd
Wong, Shen Yuong
author_sort Cheng, Kin Meng
collection PubMed
description 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.
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spelling pubmed-97447342022-12-14 An evaluation of online Edcraft gamified learning (EGL) to understand motivation and intention of recycling among youth Cheng, Kin Meng Koo, Ah Choo Nasir, Junita Shariza Binti Mohd Wong, Shen Yuong Sci Rep Article 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. Nature Publishing Group UK 2022-12-12 /pmc/articles/PMC9744734/ /pubmed/36509770 http://dx.doi.org/10.1038/s41598-022-15709-2 Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Article
Cheng, Kin Meng
Koo, Ah Choo
Nasir, Junita Shariza Binti Mohd
Wong, Shen Yuong
An evaluation of online Edcraft gamified learning (EGL) to understand motivation and intention of recycling among youth
title An evaluation of online Edcraft gamified learning (EGL) to understand motivation and intention of recycling among youth
title_full An evaluation of online Edcraft gamified learning (EGL) to understand motivation and intention of recycling among youth
title_fullStr An evaluation of online Edcraft gamified learning (EGL) to understand motivation and intention of recycling among youth
title_full_unstemmed An evaluation of online Edcraft gamified learning (EGL) to understand motivation and intention of recycling among youth
title_short An evaluation of online Edcraft gamified learning (EGL) to understand motivation and intention of recycling among youth
title_sort evaluation of online edcraft gamified learning (egl) to understand motivation and intention of recycling among youth
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9744734/
https://www.ncbi.nlm.nih.gov/pubmed/36509770
http://dx.doi.org/10.1038/s41598-022-15709-2
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