Gamifying sustainability: creating an app to promote SDG practices among students

Despite widespread awareness of the United Nations' Sustainable Development Goals (SDGs) among students, with 92% of surveyed students demonstrating familiarity, a disconnect remains between knowledge and consistent sustainable practices. This project addresses this gap through an innovative gamified mobile app designed to transform SDG education into an engaging, habit-forming experience. Building on survey results showing that 89% of students favour gamified learning, the app employs behavioural psychology principles through daily challenges with progress tracking, AR mini-games, social leaderboards, and real-world impact dashboards to incentivise sustainable actions such as recycling and energy conservation. By merging education with interactive gameplay, the initiative aims to increase student engagement with SDGs by 50% while fostering measurable behaviour change. Future development plans include school partnerships for curriculum integration, amplifying the app's potential to redefine sustainability education as a dynamic, student-driven process that empowers youth as active change agents for a sustainable future, perfectly aligning with the competition's theme of 'Transforming Education.

Publication Details

Journal
UiTM Institutional Repositories (Universiti Teknologi MARA)
Published
2025-09-01
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Gamifying sustainability: creating an app to promote SDG practices among students

UiTM Institutional Repositories (Universiti Teknologi MARA)
Educational Games and Gamification
article

Gamifying sustainability: creating an app to promote SDG practices among students

article en

Abstract

Despite widespread awareness of the United Nations' Sustainable Development Goals (SDGs) among students, with 92% of surveyed students demonstrating familiarity, a disconnect remains between knowledge and consistent sustainable practices. This project addresses this gap through an innovative gamified mobile app designed to transform SDG education into an engaging, habit-forming experience. Building on survey results showing that 89% of students favour gamified learning, the app employs behavioural psychology principles through daily challenges with progress tracking, AR mini-games, social leaderboards, and real-world impact dashboards to incentivise sustainable actions such as recycling and energy conservation. By merging education with interactive gameplay, the initiative aims to increase student engagement with SDGs by 50% while fostering measurable behaviour change. Future development plans include school partnerships for curriculum integration, amplifying the app's potential to redefine sustainability education as a dynamic, student-driven process that empowers youth as active change agents for a sustainable future, perfectly aligning with the competition's theme of 'Transforming Education.

UiTM Institutional Repositories (Universiti Teknologi MARA)
Openalex Percentile: Top 33%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.