Unknown

Dataset Information

Playing Edcraft at Home: Gamified Online Learning for Recycling Intention during Lockdown.


ABSTRACT: Background: 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

SUBMITTER: Cheng KM 

PROVIDER: S-EPMC8729030 | biostudies-literature | 2021

REPOSITORIES: biostudies-literature