EnviAndhra: Gamifying Environmental Awareness Through Library- Led Digital Platforms
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Date
2025-12-02
Journal Title
Journal ISSN
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Publisher
INFLIBNET Centre Gandhinagar
Abstract
Gamified platforms enhance engagement and promote behavioral change by fostering
experiential learning and encouraging users to engage with environmental issues, aligning
with the Sustainable Development Goals (SDGs). This study investigates the role of libraries
as proactive advocates for environmental awareness and education by developing EnviAndhra,
a gamified digital platform that promotes eco-literacy, sustainable behavior, and community
participation. Taking advantage of libraries' trusted and accessible status, this research
offers an innovative integration of game-based learning, community involvement, and
environmental data tracking inside a library-led ecosystem. The goal is to provide an engaging
and scalable solution for raising environmental awareness among adolescents and the broader
public through narrative, challenges, and regional environmental initiatives. The researcher
proposed ways to raise environmental awareness via a gamified platform. One way to
distribute information, whether digital or tangible, is through libraries
Description
14th International CALIBER 2025, Sri Venkateswara University, Tirupati, Andhra Pradesh, November 17-19, 2025
Keywords
Andhra Pradesh, Digital Platforms, Gamification, Libraries