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评估在线 Edcraft 游戏化学习(EGL),以了解年轻人的回收再利用动机和意图。

An evaluation of online Edcraft gamified learning (EGL) to understand motivation and intention of recycling among youth.

机构信息

Faculty of Creative Multimedia, Multimedia University, Cyberjaya, Malaysia.

School of Electrical Engineering and Artificial Intelligence, Xiamen University Malaysia, Selangor, Malaysia.

出版信息

Sci Rep. 2022 Dec 12;12(1):14843. doi: 10.1038/s41598-022-15709-2.

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 investigates 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 behavioral 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 participants will answer a post-event questionnaire and the data collected were analyzed. The result shows that 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 favorable evaluation towards recycling intention with gamified learning involved. Moreover, the findings showed that not all relationships are positive in a gamified learning environment, and it gives a good view on the weakness and strengths with the guideline of SDT and TPB.

摘要

回收是各种组织和个人为增强环境的长期可持续性而进行的一项过程。一些年轻人认为回收是一项单调的行动,因为它可能看起来不方便、对环境问题的认识较少、比他们想象的更耗时,而宁愿选择玩视频游戏。因此,本研究调查了游戏化学习中动机与青年回收意愿之间的关系。为了解决研究目的,本研究将游戏化作为一种激励因素,用于游戏化学习体验,以提高青年的回收意愿。本研究将使用自我决定理论 (SDT) 和计划行为理论 (TPB) 作为主要的动机和行为理论。(n=124)邀请高中生和大学生参与在线游戏化回收活动,即 Edcraft 游戏化学习 (EGL),包括两个级别的游戏化未使用塑料工艺品回收活动。活动结束后,参与者将回答一个活动后的问卷,收集的数据将进行分析。结果表明,控制动机 (CM) 和自主动机 (AM) 积极影响青年的态度和社会规范。此外,态度是唯一积极影响青年回收意愿的心理社会决定因素。游戏化仅在态度和回收意愿之间产生积极的调节作用。本研究清楚地表明,游戏化学习活动对回收意愿具有直接影响,并且作为调节态度和回收意愿之间关系的一个组成部分,具有积极的作用,这表明在参与游戏化学习的情况下,对回收意愿有良好的评价。此外,研究结果表明,在游戏化学习环境中并非所有关系都是积极的,它提供了一个基于 SDT 和 TPB 的关于弱点和优势的良好视角。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/db4b/9744734/4725e7abefb8/41598_2022_15709_Fig1_HTML.jpg

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