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

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Abstract

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.

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APA

Tan, X. Y., Cheng, K. M., Chong, C. W., & Koo, A. C. (2024). Edcraft: Gamified Handicrafts as an Inspiration for Teenagers to Practice Upcycling. Australian Journal of Environmental Education, 40(4), 758–769. https://doi.org/10.1017/aee.2024.44

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