Edcraft
Gamified Handicrafts as an Inspiration for Teenagers to Practice Upcycling
Bibliographic Data
| ID | 21570261 |
|---|---|
| Authors | Xin Yee Tan (0000-0002-5304-4686, Multimedia University), Kin Meng Cheng (0000-0002-9111-3988, Multimedia University), Chin Wei Chong (0000-0002-9294-8450, Multimedia University, corresponding author), Ah-Choo Koo (0000-0002-1706-1796, Multimedia University) |
| Year | 2024 |
| Volume | 40 |
| Issue | 4 |
| Pages | 758-769 |
| Publication date | 2024-08-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Australian Journal of Environmental Education (JOURNAL) |
| Journal identifiers | ISSN: 0814-0626 • E-ISSN: 2049-775X |
| Publisher | Cambridge University Press (CUP) (PUBLISHER) |
| DOI | 10.1017/aee.2024.44 |
| OpenAlex | W4403047728 |
| Language | EN |
| References cited | 26 |
This qualitative research study investigates the effectiveness of gamified handicrafts as an inspiration for teenagers to practice recycling and upcycling. The study utilises focus group interviews and thematic analysis to explore the perceptions and experiences of 15 teenagers who participated in an educational programme called Edcraft, which combines gamification and handicrafts to promote sustainable practices among youth. The findings reveal that Edcraft successfully motivates teenagers to engage in recycling and upcycling activities through its gamified approach, which includes challenges, rewards and social interaction. 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. The results also highlight the positive impact of Edcraft on teenagers’ attitudes towards the environment and their willingness to adopt sustainable behaviours beyond the programme. The implications of these findings for promoting environmental education and sustainability among teenagers are discussed, and recommendations for future research and practice are provided
Aesthetics · Art · Handicraft · Sociology · Visual arts · Augmented Reality Applications · Educational Games and Gamification · Innovative Human-Technology Interaction
Social Networks and Health
The Reasoning Criminal
A meta-analysis of the cognitive and motivational effects of serious games.
Gamification. using game-design elements in non-gaming contexts
An Integrated Framework for Encouraging Pro-environmental Behaviour
Gamification in theory and action
From game design elements to gamefulness
The theory of planned behavior
Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being
Different emotional profile of health care staff and general population during the Covid-19 outbreak
How does growth mindset affect mental health of high school students during the Covid-19 epidemic? The role of grit and coping strategies
An Empirical Study of the Impact of Social Interaction on Public Pro-Environmental Behavior
Using thematic analysis in psychology
| Citation velocity | historical |
|---|---|
| Highly cited | No |