Gamified Educational Tools for Mangrove Conservation: A Co-Creation Case Study on Student Engagement and Technological Integration

Mangrove ecosystems play a crucial role in climate change mitigation and biodiversity support but face increasing threats from human activity and environmental changes. Engaging youth in mangrove conservation remains a challenge due to low awareness and limited participation. This study explores how value co-creation through student engagement and gamified technology can enhance conservation efforts. A structured survey of 200 students aged 13–17 revealed that only 45% accurately identified mangrove threats, while 75% expressed moderate to high interest in digital learning tools (p < 0.01). To address this, we propose “Mangrove Munchkin,” a gamified educational platform integrating game mechanics and Internet of Things (IoT) features to foster awareness and active participation. Statistical analyses confirmed significant demographic influences: t-tests showed gender-based differences in awareness (p < 0.05); ANOVA revealed age-related variations in conservation attitudes (F = 5.32, p < 0.01); Chi-square analysis identified a strong link between socioeconomic status and engagement preferences (<tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$\chi^{2}=12.45$</tex>, p < 0.05); and MANOVA results indicated the joint effect of demographic variables on engagement (Wilks' Lambda = 0.85, p < 0.01). Structural Equation Modeling (SEM) demonstrated a strong predictive link between environmental awareness and conservation attitudes (coefficient = 0.65, p < 0.01). This research highlights the transformative role of gamification and technology in bridging awareness gaps and promoting environmental stewardship at Mangrove Conservation Park, Kg. Sijangkang Selangor. By fostering student-led co-creation, the initiative supports long-term commitment to mangrove preservation, aligning digital engagement with real-world ecological action.

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Published
2025-08-27
DOI
https://doi.org/10.1109/inecce64959.2025.11150953
Primary Topic
Educational Games and Gamification
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article
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article

Gamified Educational Tools for Mangrove Conservation: A Co-Creation Case Study on Student Engagement and Technological Integration

Adam Amril Jaharadak, Ahgalya Subbiah, Dhannisha Balasubramaniam, Engr. Glenda S. Guanzon
Educational Games and Gamification
article

Gamified Educational Tools for Mangrove Conservation: A Co-Creation Case Study on Student Engagement and Technological Integration

Adam Amril Jaharadak, Ahgalya Subbiah, Dhannisha Balasubramaniam, Engr. Glenda S. Guanzon
article en

Abstract

Mangrove ecosystems play a crucial role in climate change mitigation and biodiversity support but face increasing threats from human activity and environmental changes. Engaging youth in mangrove conservation remains a challenge due to low awareness and limited participation. This study explores how value co-creation through student engagement and gamified technology can enhance conservation efforts. A structured survey of 200 students aged 13–17 revealed that only 45% accurately identified mangrove threats, while 75% expressed moderate to high interest in digital learning tools (p < 0.01). To address this, we propose “Mangrove Munchkin,” a gamified educational platform integrating game mechanics and Internet of Things (IoT) features to foster awareness and active participation. Statistical analyses confirmed significant demographic influences: t-tests showed gender-based differences in awareness (p < 0.05); ANOVA revealed age-related variations in conservation attitudes (F = 5.32, p < 0.01); Chi-square analysis identified a strong link between socioeconomic status and engagement preferences (<tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$\chi^{2}=12.45$</tex>, p < 0.05); and MANOVA results indicated the joint effect of demographic variables on engagement (Wilks' Lambda = 0.85, p < 0.01). Structural Equation Modeling (SEM) demonstrated a strong predictive link between environmental awareness and conservation attitudes (coefficient = 0.65, p < 0.01). This research highlights the transformative role of gamification and technology in bridging awareness gaps and promoting environmental stewardship at Mangrove Conservation Park, Kg. Sijangkang Selangor. By fostering student-led co-creation, the initiative supports long-term commitment to mangrove preservation, aligning digital engagement with real-world ecological action.

Management and Science University (MY), University of San Agustin (PH)
Openalex Percentile: Top 73%
Educational Games and Gamification
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