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.
Authors
- Adam Amril Jaharadak (ORCID: https://orcid.org/0000-0001-8441-1621)
- Ahgalya Subbiah (ORCID: https://orcid.org/0009-0006-4427-0872)
- Dhannisha Balasubramaniam
- Engr. Glenda S. Guanzon
Institutions
- Management and Science University (MY)
- University of San Agustin (PH)
Publication Details
- Published
- 2025-08-27
- DOI
- https://doi.org/10.1109/inecce64959.2025.11150953
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00