@article{cheng2020educational,
  title = {Educational Crafting (Edcraft):  A gamified Classroom for  Recycling Intention},
  author = {kin meng CHENG and Ah Choo KOO and Junita Shariza MOHD NASIR},
  year = 2020,
  url = {https://ibimapublishing.com/articles/JELHE/2020/346020/},
  journal = {Journal of e-Learning and Higher Education},
  volume = 2020,
  pages = 11,
  doi = 10.5171/2020.346020,
  abstract = {Gamification is a method for engaging learning in a fun way in different types of educational settings. Numerous recycling intention researches were conducted on the application of the Theory of Planned Behavior (TPB), which is a theory that explains why certain intentions or behaviours are formed. Self Determination Theory (SDT) is a theory that explains the motivation for performing a task through external and internal factors. This current study aimed to examine the recycling intention of participants before and after their gamified classroom experiences through educational crafting. This learning experience is called Edcraft Gamified Learning (EGL). A pre-survey and a post-survey questionnaire were conducted with 14 participants prior and after their EGL activities. The pre and post-survey analysis was conducted through Wilcoxon-signed rank, which is a non-parametric statistical test used to compare two similar pre and post samples of EGL. Results showed that the participants have no changes on their intention to recycle. With this data, an actual study will be conducted in the next stage of the research with more samples to participate in EGL. The current pilot study has proposed some suggestions to improve EGL and the instruments used for the study on a larger scale.},
  note = Article ID: 346020
}
