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Edcraft

Gamified Handicrafts as an Inspiration for Teenagers to Practice Upcycling

Bibliographic Data

ID21570261
AuthorsXin 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)
Year2024
Volume40
Issue4
Pages758-769
Publication date2024-08-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueAustralian Journal of Environmental Education (JOURNAL)
Journal identifiersISSN: 0814-0626 • E-ISSN: 2049-775X
PublisherCambridge University Press (CUP) (PUBLISHER)
DOI10.1017/aee.2024.44
OpenAlexW4403047728
LanguageEN
References cited26

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

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