Our Research

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 participated in EGL, consisting of two levels of plastic crafting and recycling activities. They experienced online EGL at home between May and September in 2020, during the COVID-19 pandemic total lockdown in Malaysia, namely, Movement Control Order (MCO). 29 participants were selected to participate in five focus group discussions (FGDs) with five to eight participants per session to explore their opinions towards gamified learning, motivation and recycling intention.
Results: This paper reports the findings of the FGDs. A codebook was developed based on the codes from the FGD feedback. The codes were rated by two raters, followed by an assessment of inter-rater reliability and thematic analysis. The findings emerged and were confirmed with four themes as factors that influence recycling intention. They are gameful experience, social influence, intrinsic motivation, and extrinsic motivation.
Conclusion: The dependent variable, recycling intention, was connected to the four themes to verify the conceptual framework. One limitation of the study was the design of the EGL activity, which was only carried out over two days with two levels of gamified recycling education, as students had concurrent academic online classes during that period.

Keywords

Recycling intention, Gamified learning, Youth, Digital natives, Qualitative, Focus group discussion, Edcraft, Inter-rater reliability

Cheng, K. M., Koo, A. C., Mohd Nasir, J. S., & Wong, S. Y. (2021). Playing Edcraft at Home: Gamified Online Learning for Recycling Intention during Lockdown. F1000Research, 10, 1–17. https://doi.org/10.12688/f1000research.72761.2

An Evaluation of Online Edcraft Gamified Learning (EGL): Understanding Motivation and Intention of Recycling Among Youth During COVID-19 Period.

Abstract

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 aims to investigate 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 behavioural 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 participant will answer a post-event questionnaire and the data collected were analyzed. The result shows that both 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 favourable evaluation towards recycling intention with gamified learning involved. Moreover, findings show that not all relationships are positive in a gamified learning environment, and it gives a good view on the weakness and strengths with the guide of SDT and TPB.

Cheng, K. M., Koo, A. C., Shariza, J., & Wong, S. Y. (2022). An Evaluation of Online Edcraft Gamified Learning (EGL): Understanding Motivation and Intention of Recycling Among Youth During COVID-19 Period. Scientific Reports. https://doi.org/10.21203/rs.3.rs-1183125/v1

A Review of Future Household Waste Management for Sustainable Environment in Malaysian Cities

Abstract

In recent years, Malaysia has faced environmental challenges caused by municipal solid waste, especially household waste, during the COVID-19 pandemic. Among all the household waste, plastic and paper are the most unmanaged waste that cause environmental issues. Several recycling associations in Malaysia have carried out their practices for better waste sustainability and management to curb the increasing amount of household waste. However, the effectiveness is still vague in achieving smart and effective household waste management. Therefore, this paper aims to investigate Malaysia’s household waste management, mainly in three significant municipalities in Malaysia, namely Kuala Lumpur, Penang, and Melaka, in becoming a resilient and sustainable city by addressing two main research questions: (1) What are the key factors for ensuring the more successful moves for future household waste management in cities? and (2) How do each of the three municipalities of Malaysia cities address their waste issues based on the key factors from RQ1? This paper reviewed 13 waste management articles and explores the potential of the four factors of waste management from the perspective of technology and data, economy, social, and governance. The discussed factors and models contributed to an integrated future-proofing framework that focuses on smart waste tracking, a gamified awareness education, and strict policies to control waste management are the way forward for the future of smart cities household waste management.

Keywords:

household waste; household waste management; sustainable city; integrated waste management model; Malaysia cities

Cheng, K. M., Tan, J. Y., Wong, S. Y., & Koo, A. C. (2022). A Review of Future Household Waste Management for Sustainable Environment in Malaysian Cities. https:// doi.org/10.3390/su14116517 Academic

The Edcraft Catalogue: Collaboration of Artist and Academic in “Waste to Craft” Gamified Activity.

Abstract

This paper introduces the Edcraft Catalogue, which presents work from the artist and students-academics in the promotional of the online gamified learning activity where the purpose is to improve the awareness of the recycling behaviour of the youth. Also, the catalogue aims to bridge between artist and academics artwork to achieve the collaborative Edcraft activity for better exposure to the public for a greater outcome, which is to achieve a higher recycling intention and eventually a change of behaviour. Besides, the catalogue’s contents and design layout will be shown as the development prototype before the official release.

 

Keywords

Craft design catalogue; online gamified learning; waste crafting arts; social awareness

Cheng, K. M., Mohamed Zaini, A., Abdelkarim Marei, M. A. M., Koo, A. C., Tan, K. G., & Mohamed Zaini, J. S. (2023). The Edcraft Catalogue: Collaboration of Artist and Academic in “Waste to Craft” Gamified Activity. 2nd International Conference on Creative Multimedia 2022 (ICCM 2022), 169–177. https://doi.org/10.2991/978-2-494069-57-2_19