Plastopoll: a serious game to raise awareness about plastic pollution / Siti Ainurnisa Mohd Anuar and Zuhri Arafah Zulkifli

Plastics are widely used due to their durability, versatility, and affordability. However, their excessive and improper use has resulted in a significant build-up of plastic waste, especially in Malaysia. This plastic pollution poses a significant threat to wildlife, with millions of animals sufferi...

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Main Authors: Mohd Anuar, Siti Ainurnisa, Zulkifli, Zuhri Arafah
Format: Book Section
Language:English
Published: Faculty of Computer and Mathematical Sciences 2023
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Online Access:https://ir.uitm.edu.my/id/eprint/93865/1/93865.pdf
https://ir.uitm.edu.my/id/eprint/93865/
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spelling my.uitm.ir.938652024-05-28T01:43:24Z https://ir.uitm.edu.my/id/eprint/93865/ Plastopoll: a serious game to raise awareness about plastic pollution / Siti Ainurnisa Mohd Anuar and Zuhri Arafah Zulkifli Mohd Anuar, Siti Ainurnisa Zulkifli, Zuhri Arafah Integer programming Plastics are widely used due to their durability, versatility, and affordability. However, their excessive and improper use has resulted in a significant build-up of plastic waste, especially in Malaysia. This plastic pollution poses a significant threat to wildlife, with millions of animals suffering harm or death from ingesting or becoming entangled in plastic debris. To address this, this project introduces a serious game application that may assess students understanding, raises awareness about plastic pollution, and promotes environmental protection through an enjoyable learning experience. Furthermore, the Rapid Application Development (RAD) methodology, which consists of four phases, was chosen for the project due to its efficient and rapid development process, allowing for quick production and deployment of the game. The Knowledge, Attitude, Practice (KAP) scoring with an 80% cut point are used to determine participants' levels of knowledge, attitude and practice regarding plastic pollution. Additionally, the findings from 40 respondents, especially among male participants aged 7 to 12 years old, indicated raised knowledge, attitude and practice. This suggests that the Plastopoll game assesses students' understanding of plastic pollution effectively. However, further research with a larger and more diverse group of participants may be necessary to validate and expands on these findings. Faculty of Computer and Mathematical Sciences 2023 Book Section NonPeerReviewed text en https://ir.uitm.edu.my/id/eprint/93865/1/93865.pdf Plastopoll: a serious game to raise awareness about plastic pollution / Siti Ainurnisa Mohd Anuar and Zuhri Arafah Zulkifli. (2023) In: International Jasin Multimedia & Computer Science Invention and Innovation Exhibition (i-JaMCSIIX 2023). Faculty of Computer and Mathematical Sciences, Kampus Jasin, p. 18. (Submitted)
institution Universiti Teknologi Mara
building Tun Abdul Razak Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Mara
content_source UiTM Institutional Repository
url_provider http://ir.uitm.edu.my/
language English
topic Integer programming
spellingShingle Integer programming
Mohd Anuar, Siti Ainurnisa
Zulkifli, Zuhri Arafah
Plastopoll: a serious game to raise awareness about plastic pollution / Siti Ainurnisa Mohd Anuar and Zuhri Arafah Zulkifli
description Plastics are widely used due to their durability, versatility, and affordability. However, their excessive and improper use has resulted in a significant build-up of plastic waste, especially in Malaysia. This plastic pollution poses a significant threat to wildlife, with millions of animals suffering harm or death from ingesting or becoming entangled in plastic debris. To address this, this project introduces a serious game application that may assess students understanding, raises awareness about plastic pollution, and promotes environmental protection through an enjoyable learning experience. Furthermore, the Rapid Application Development (RAD) methodology, which consists of four phases, was chosen for the project due to its efficient and rapid development process, allowing for quick production and deployment of the game. The Knowledge, Attitude, Practice (KAP) scoring with an 80% cut point are used to determine participants' levels of knowledge, attitude and practice regarding plastic pollution. Additionally, the findings from 40 respondents, especially among male participants aged 7 to 12 years old, indicated raised knowledge, attitude and practice. This suggests that the Plastopoll game assesses students' understanding of plastic pollution effectively. However, further research with a larger and more diverse group of participants may be necessary to validate and expands on these findings.
format Book Section
author Mohd Anuar, Siti Ainurnisa
Zulkifli, Zuhri Arafah
author_facet Mohd Anuar, Siti Ainurnisa
Zulkifli, Zuhri Arafah
author_sort Mohd Anuar, Siti Ainurnisa
title Plastopoll: a serious game to raise awareness about plastic pollution / Siti Ainurnisa Mohd Anuar and Zuhri Arafah Zulkifli
title_short Plastopoll: a serious game to raise awareness about plastic pollution / Siti Ainurnisa Mohd Anuar and Zuhri Arafah Zulkifli
title_full Plastopoll: a serious game to raise awareness about plastic pollution / Siti Ainurnisa Mohd Anuar and Zuhri Arafah Zulkifli
title_fullStr Plastopoll: a serious game to raise awareness about plastic pollution / Siti Ainurnisa Mohd Anuar and Zuhri Arafah Zulkifli
title_full_unstemmed Plastopoll: a serious game to raise awareness about plastic pollution / Siti Ainurnisa Mohd Anuar and Zuhri Arafah Zulkifli
title_sort plastopoll: a serious game to raise awareness about plastic pollution / siti ainurnisa mohd anuar and zuhri arafah zulkifli
publisher Faculty of Computer and Mathematical Sciences
publishDate 2023
url https://ir.uitm.edu.my/id/eprint/93865/1/93865.pdf
https://ir.uitm.edu.my/id/eprint/93865/
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score 13.211308