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This research presents a pilot study exploring the use of rewards and gamification to enhance plastic
waste management participation among school students. Conducted at Jaffna College
(Vaddukoddai, Sri Lanka), the study introduced a competitive “Waste Bank” program where
classes (525 students from 18 classes Grades 6–11) competed to collect polyethylene terephthalate
(PET) and high-density polyethylene (HDPE) plastic bottles over a one-week period. The initiative
featured gamified elements, such as a points-based competition and tangible rewards for the topperforming classes. Student engagement was enthusiastic, with thousands of plastic bottles
collected, surpassing expectations. The top 10 winning classes received prizes like sports gear,
snacks, and school supplies, providing immediate incentives to reinforce positive behavior. This
aligns with broader research showing that gamified challenges and rewards significantly increase
student involvement sustainability efforts. Students collected a total of 13,933 plastic bottles, with
the top-performing class collecting 4,241 bottles (114.6 bottles per student). The study reveals how
a competitive, fun atmosphere can foster environmental awareness, while also highlighting practical
challenges like storage and manpower limitations. Although the study was limited to one week of
data, the results suggest that gamification can be an effective tool for cultivating recycling habits in
schools. The research concludes with recommendations for scaling up such programs in other
educational settings, alongside strategies for overcoming logistical challenges. This research aims
to demonstrate the potential for gamified approaches to instill long-term sustainable practices in
young people, offering valuable insights for future waste management initiatives in schools. |
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