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Influence of Rewards and Gamified Experience in Waste Management Among School Students in Jaffna College Sri Lanka

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dc.contributor.author Sripathmanathan, Anurakavan
dc.contributor.author Velu Aeneas, Jerron
dc.date.accessioned 2025-09-24T05:28:34Z
dc.date.available 2025-09-24T05:28:34Z
dc.date.issued 2025
dc.identifier.uri http://repository.ou.ac.lk/handle/94ousl/3443
dc.description.abstract 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.
dc.language.iso en en_US
dc.publisher The Open university of Sri Lanka en_US
dc.subject Education en_US
dc.subject Gamification en_US
dc.subject Plastic Waste en_US
dc.title Influence of Rewards and Gamified Experience in Waste Management Among School Students in Jaffna College Sri Lanka en_US
dc.type Article en_US


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