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Acceptance of a Mobile Application for Circular Economy Learning Through Gamification: A Case Study of University Students in Peru

  • José Antonio Arévalo-Tuesta
  • , Guillermo Morales-Romero
  • , Adrián Quispe-Andía
  • , Nicéforo Trinidad-Loli
  • , César León-Velarde
  • , Maritza Arones
  • , Irma Aybar-Bellido
  • , Omar Chamorro-Atalaya
  • Universidad Nacional Federico Villarreal
  • Universidad Nacional de Educación Enrique Guzmán y Valle
  • Universidad Nacional Tecnológica De Lima Sur

Research output: Contribution to journal › Article › peer-review

4 Scopus citations

Abstract

Circular economy learning fosters competencies in sustainable resource management and environmental protection, which have been recognized by the OECD (Organization for Economic Cooperation and Development) to be essential for cross-curricular training and higher education. However, implementing gamification techniques through mobile applications remains challenging, as their effectiveness depends on students’ willingness to adopt them. This study evaluated acceptance of a gamified mobile application for circular economy learning among university students in Peru, analyzing the relationships between the constructs of the Technology Acceptance Model (TAM). A quantitative correlational case study involving 76 students was conducted. The results showed a moderate-to-high acceptance rate of 73.69%, with significant correlations identified between the TAM constructs. This study contributes to closing gaps in empirical evidence on the acceptance of technology for sustainability education in diverse contexts. Future studies should integrate generative artificial intelligence into gamified apps to deliver personalized feedback and employ learning analytics tools for progress tracking, supporting global efforts toward SGD 4 (Quality Education) and SDG 12 (Responsible Production and Consumption) for the transition to circular economies.

Original languageEnglish
Article number9694
JournalSustainability (Switzerland)
Volume17
Issue number21
DOIs
StatePublished - Nov 2025

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 7 - Affordable and Clean Energy
    SDG 7 Affordable and Clean Energy
  2. SDG 8 - Decent Work and Economic Growth
    SDG 8 Decent Work and Economic Growth
  3. SDG 12 - Responsible Consumption and Production
    SDG 12 Responsible Consumption and Production

Keywords

  • behavioral intention
  • interactive technologies
  • quality education
  • sustainable development goals
  • user adoption

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