Preprint Article Version 1 Preserved in Portico This version is not peer-reviewed

Edcraft: Gamified Handicrafts as an Inspiration for Teenagers to Practice Upcycling

Version 1 : Received: 3 May 2022 / Approved: 5 May 2022 / Online: 5 May 2022 (16:39:33 CEST)

How to cite: Tan, X. Y.; Cheng, K. M.; Chong, C. W.; Koo, A. C. Edcraft: Gamified Handicrafts as an Inspiration for Teenagers to Practice Upcycling. Preprints 2022, 2022050053. https://doi.org/10.20944/preprints202205.0053.v1 Tan, X. Y.; Cheng, K. M.; Chong, C. W.; Koo, A. C. Edcraft: Gamified Handicrafts as an Inspiration for Teenagers to Practice Upcycling. Preprints 2022, 2022050053. https://doi.org/10.20944/preprints202205.0053.v1

Abstract

Edcraft, a recycling and upcycling event for Malaysian secondary school students, particularly in the Klang Valley area in 2020. The event's goal was to look into gamified solutions to encourage recycling and upcycling among the students’ age group. Lectures, talks, practical exercises and games were used to teach students about climate change and environmental preservation. According to a post-event survey, the percentage of participants who recycle has climbed significantly: 76% now recycle, compared to only 24% previously. The study discovered that gamification-based activities could effectively facilitate recycling and upcycling behaviours. Such solutions can be applied to encourage behavioural changes in different contexts. By interviewing 15 Edcraft students in a focus group study setting, researchers could better understand the motivations. Themes such as 'social connections are vital', 'convenience and rewards are significant motivators', 'gamified activities help attract and engage teens' and 'environmental knowledge is crucial to prolonging recycling' emerged from the thematic analysis. This manuscript proposes gamified activities to induce a behavioural change in upcycling, and the findings yield helpful insights to fuel pro-environmental behaviours.

Keywords

pro-environmental behaviours; recycling; teenagers’ engagement; gamified learning activities

Subject

Social Sciences, Psychology

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