Xin Yee Tan

Ms. Xin Yee Tan

orcid

Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications

1 August 2024 in Australian Journal of Environmental Education
Verified
Journal Article
Open access
PDF file
XTXin Yee Tan
Xin Yee Tan
KCKin Meng Cheng
Kin Meng Cheng
CWChong Chin Wei
Chong Chin Wei
Ah Choo KooAh Choo Koo
Ah Choo Koo
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.
1

5 May 2022 in Preprints.org
Verified
Preprint
Open access
PDF file
XTXin Yee Tan
Xin Yee Tan
KCKin Meng Cheng
Kin Meng Cheng
CWChong Chin Wei
Chong Chin Wei
Ah Choo KooAh Choo Koo
Ah Choo Koo
Edcraft, a recycling and upcycling event for Malaysian secondary school students, particularly in the Klang Valley area in 2020. The event's goal was to look into gamified solutions to encourage recycling and upcycling among the students’ age group. Lectures, talks, practical exercises and games were used to teach students about climate change and environmental preservation. According to a post-event survey, the percentage of participants who recycle has climbed significantly: 76% now recycle, compared to only 24% previously. The study discovered that gamification-based activities could effectively facilitate recycling and upcycling behaviours. Such solutions can be applied to encourage behavioural changes in different contexts. By interviewing 15 Edcraft students in a focus group study setting, researchers could better understand the motivations. 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. This manuscript proposes gamified activities to induce a behavioural change in upcycling, and the findings yield helpful insights to fuel pro-environmental behaviours.
1