EnviAndhra: Gamifying Environmental Awareness Through Library- Led Digital Platforms

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Date

2025-12-02

Journal Title

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Volume Title

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

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