Development of a Game-Based Learning Application to Promote Water Conservation Knowledge and Behavior Intention among Youth: The “Drop of Life” Application

Authors

  • Kuntida Kamlonka Student, Program in Creative Business and Digital Technology, Faculty of Management Science, Suan Dusit University, Bangkok 10300, Thailand
  • Nattanan Treesak Student, Program in Creative Business and Digital Technology, Faculty of Management Science, Suan Dusit University, Bangkok 10300, Thailand
  • Phorramatpanyaprat Tongprasong Lecturer, Program in Creative Business and Digital Technology, Faculty of Management Science, Suan Dusit University, Bangkok 10300, Thailand
  • Kanitha Srianek Lecturer, Program in Creative Business and Digital Technology, Faculty of Management Science, Suan Dusit University, Bangkok 10300, Thailand

DOI:

https://doi.org/10.66854/ijdte.2026.e3880

Keywords:

Game-Based Learning, Role-Playing Game (RPG), Water Conservation, SDG 6, Youth

Abstract

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.

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Published

30-06-2026

How to Cite

Kamlonka, K., Treesak, N., Tongprasong, P., & Srianek, K. (2026). Development of a Game-Based Learning Application to Promote Water Conservation Knowledge and Behavior Intention among Youth: The “Drop of Life” Application. Innovation Journal of Digital Technologies and Evolution, 3(1), e3880. https://doi.org/10.66854/ijdte.2026.e3880