Published Scholarly Output
Permanent URI for this collection
Browse
Browsing Published Scholarly Output by Author "Ah-Choo Koo"
Now showing 1 - 2 of 2
Results Per Page
Sort Options
Publication Edcraft: Gamified Handicrafts as an Inspiration for Teenagers to Practice Upcycling(Cambridge University Press (CUP), 2024-10-01) ;Xin Yee Tan; ;Chin Wei ChongAh-Choo Koo=This qualitative research study investigates the effectiveness of gamified handicrafts as an inspiration for teenagers to practice recycling and upcycling. The study utilises focus group interviews and thematic analysis to explore the perceptions and experiences of 15 teenagers who participated in an educational programme called Edcraft, which combines gamification and handicrafts to promote sustainable practices among youth. The findings reveal that Edcraft successfully motivates teenagers to engage in recycling and upcycling activities through its gamified approach, which includes challenges, rewards and social interaction. Themes such as ‘social connections are vital’, ‘convenience and rewards are significant motivators’, ‘gamified activities help attract and engage teens’ and ‘environmental knowledge is crucial to prolonging recycling’ emerged from the thematic analysis. The results also highlight the positive impact of Edcraft on teenagers’ attitudes towards the environment and their willingness to adopt sustainable behaviours beyond the programme. The implications of these findings for promoting environmental education and sustainability among teenagers are discussed, and recommendations for future research and practice are provided.=Publication Independent Learning of Digital Animation(IGI Global, 2018-10) ;May-Chan Yuen ;Ah-Choo KooPeter C. WoodsDigital animation (DA) is a field of art and design which requires certain level of design and computer skills with creativity and storytelling. Learners are required to spend a considerable amount of time on their own for practicing the skills after their formal classes. Guided by connectivism and Meyer's factors of independent learning, this article aims at defining independent learning from digital learners' perspective and, identifying factors influencing their moves of independent learning. Twenty digital animation students enrolled at three higher education institutions in Malaysia participated in focus group discussions (FGD). Overall thematic analysis revealed that the students' perspective of independent learning corroborated with most student-centred learning concepts. The digital learners were highly dependent on the Internet for their learning; the students however struggled in their pursuit of becoming an independent learner due to fear of failure (or kiasuism), and self-criticism.