Development of a Game-Based Learning Application to Promote Water Conservation Knowledge and Behavior Intention among Youth: The “Drop of Life” Application
DOI:
https://doi.org/10.66854/ijdte.2026.e3880Keywords:
Game-Based Learning, Role-Playing Game (RPG), Water Conservation, SDG 6, YouthAbstract
Introduction: This study sought to develop and evaluate a game-based learning application designed to promote youths’ knowledge, awareness, and attitudes toward water resource conservation in accordance with Sustainable Development Goal 6 (SDG 6: Clean Water and Sanitation). Specifically, the study aimed to: (1) develop a Role-Playing Game (RPG) application that enhances water conservation knowledge among youth; (2) design an interactive game environment that simulates real-world water resource challenges and management practices; and (3) assess the effectiveness of the developed application in promoting youths’ knowledge, environmental awareness, attitudes, and behavioral intention toward water resource conservation. To support these objectives, an RPG titled Drop of Life was developed using RPG Maker MZ and Android Studio to provide an immersive, interactive simulation of water resource issues and conservation practices.
Methodology: The study adopted a pre–post experimental design involving 38 secondary school students selected through purposive sampling. Data was collected using a learning achievement assessment and a user satisfaction questionnaire. Descriptive statistical techniques, including mean and standard deviation, were employed to analyze the collected data and evaluate the effectiveness of the developed application.
Results: The results revealed that post-test scores were significantly higher than pre-test scores (p < .001), with an overall mean improvement of 41.9% and a very large effect size. These findings indicate that the game effectively promotes learning outcomes related to water conservation by facilitating the progression from knowledge acquisition to awareness and attitude formation. This study suggests that the game-based learning application can serve as an effective behavioral tool for promoting environmental learning and fostering positive attitudinal changes among young people.
Downloads
References
Ardoin, N. M., Bowers, A. W., & Gaillard, E. (2020). Environmental Education Outcomes for Conservation: A Systematic Review. Biological Conservation, 241, 108224. https://doi.org/10.1016/j.biocon.2019.108224 DOI: https://doi.org/10.1016/j.biocon.2019.108224
Bain, R., Cronk, R., Wright, J., Yang, H., Slaymaker, T., & Bartram, J. (2014). Fecal Contamination of Drinking-Water in Low- and Middle-Income Countries: A Systematic Review and Meta-Analysis. PLoS Medicine, 11(5), e1001644. https://doi.org/10.1371/journal.pmed.1001644 DOI: https://doi.org/10.1371/journal.pmed.1001644
Bain, R., Johnston, R., & Slaymaker, T. (2020). Drinking Water Quality and the SDGs. NPJ Clean Water, 3(1), 37. https://doi.org/10.1038/s41545-020-00085-z DOI: https://doi.org/10.1038/s41545-020-00085-z
Bandura, A. (1986). Social Foundations of Thought and Action: A Social Cognitive Theory. Prentice-Hall.
Bilancini, E., Boncinelli, L., & Di Paolo, R. (2023). Game-Based Education Promotes Practices Supporting Sustainable Water Use. Ecological Economics, 208, 107801. https://doi.org/10.1016/j.ecolecon.2023.107801 DOI: https://doi.org/10.1016/j.ecolecon.2023.107801
Bopp, M. (2006). Didactic Analysis of Digital Games and Game-Based Learning. In M. Pivec (Ed.), Affective and Emotional Aspects of Human-Computer Interaction (8–37). IOS Press.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A Systematic Literature Review of Empirical Evidence on Computer Games and Serious Games. Computers & Education, 59(2), 661–686. https://doi.org/10.1016/j.compedu.2012.03.004 DOI: https://doi.org/10.1016/j.compedu.2012.03.004
Deci, E. L., & Ryan, R. M. (2000). The “What” and “Why” of Goal Pursuits: Human Needs and the Self-Determination of Behavior. Psychological Inquiry, 11(4), 227–268. https://doi.org/10.1207/S15327965PLI1104_01 DOI: https://doi.org/10.1207/S15327965PLI1104_01
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September 28–30). From Game Design Elements to Gamefulness: Defining “Gamification”. The 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15. https://doi.org/10.1145/2181037.2181040 DOI: https://doi.org/10.1145/2181037.2181040
Hamari, J., Koivisto, J., & Sarsa, H. (2014, January 6-9). Does Gamification Work? - A Literature Review of Empirical Studies on Gamification. 2014 47th Hawaii International Conference on System Sciences, 3025–3034. https://doi.org/10.1109/HICSS.2014.377 DOI: https://doi.org/10.1109/HICSS.2014.377
Kuenseang, N., Wuthiworasin, W., Chansri, E., Srianek, K., & Tongprasong, P. (2024). A Multimedia for Skill Development: Using Tenses (Tower of Tense). Rattanakosin Journal of Science and Technology, 6(1), 100–109. (In Thai)
Munyuen, C., Wuttipiyapong, P., Jairassamee, J., & Yuenying, W. (2025). The Development of Interactive Media for Educating Prasat Sikhoraphum for Grade 9 Students at Sikhoraphum District, Surin. Innovation Journal of Digital Technologies and Evolution, 2(2), 89–101. https://doi.org/10.66854/ijdte.2025.e3283 (In Thai) DOI: https://doi.org/10.66854/ijdte.2025.e3283
Piaget, J. (1972). The Psychology of the Child. Basic Books.
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533 DOI: https://doi.org/10.1080/00461520.2015.1122533
Schunk, D. H. (2012). Learning Theories: An Educational Perspective (6th ed.). Pearson.
Schunk, D. H., & DiBenedetto, M. K. (2020). Motivation and Social Cognitive Theory. Contemporary Educational Psychology, 60, 101832. https://doi.org/10.1016/j.cedpsych.2019.101832 DOI: https://doi.org/10.1016/j.cedpsych.2019.101832
Skinner, B. F. (1953). Science and Human Behavior. Macmillan.
Srisa-ard, B. (2010). Introduction to Research (8th ed.). Suweeriyasan. (In Thai)
Thorndike, E. L. (1911). Animal Intelligence: Experimental Studies. Macmillan. DOI: https://doi.org/10.5962/bhl.title.1201
Tsai, S.-K., Chuang, T.-Y., & Lin, Z.-J. (2025). Enhancing Environmental Literacy Through Digital Game-Based Learning: A Technology-Integrated Attitude Change Approach. Sustainability, 17(16), 7416. https://doi.org/10.3390/su17167416 DOI: https://doi.org/10.3390/su17167416
Tumtong, K., & Thanavuddho, S. (2025). Promoting a Buddhist Way of Life for the Conservation of the Tha Chin River of the Community in Sam Phran District, Nakhon Pathom Province. Journal of MCU Philosophy Review, 8(1), 328–341. (In Thai)
UN-Water. (2021). Summary Progress Update 2021: SDG 6—Water and Sanitation for All. United Nations.
Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013). A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology, 105(2), 249–265. https://doi.org/10.1037/a0031311 DOI: https://doi.org/10.1037/a0031311





