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Gamified Interventions for Composting Behavior: A Case Study Using the Gamiflow Framework in a Workplace Setting Ezequiel França dos Santos 1 Geiser Chalco Challco 2 1Institute of Mathematics and Computer Science (ICMC), University of São Paulo (USP), Brazil Specialization in Computing Applied to Education [email protected] 2Federal Rural University of the Semi-Arid Region (UFERSA), Pau dos Ferros, RN, Brazil [email protected] Introduction Composting crucial for sustainability but faces adoption challenges Gamification shows promise for behavior change through motivation Study tests Gamiflow framework in workplace setting Hybrid approach: Physical bins + Slack-based gamification Figure 1. Workplace composting setup used in the study Methodology Study Design: Quasi-experimental design (N=20 participants) 3-day intervention with pre/post surveys Control vs. Gamified groups Participant Demographics: 22-24 25-29 30-34 35-39 40-44 45-55 0 2 4 6 3 6 4 2 1 2 Age Range Frequency Figure 2. Age distribution of participants (N=20) Key Results Statistical Outcomes: Confidence: Significant improvement (t(18)=4.05, p<0.001) Behavior: 80% vs 30% regular composting (χ²=3.232, p=0.072) Knowledge: 90% vs 50% post-intervention understanding Engagement Metrics: Day 1 Day 2 Day 3 70 80 90 Days Participation Rate (%) Task Completion Figure 3. Engagement trends during intervention Gamification Design Gamiflow Framework Elements: Dynamic Description Dynamic to Avoid Boredom (DAB) Challenges varied daily and included social inter- action elements, such as teaching peers and or- ganizing small composting initiatives. Dynamic to Avoid Frustration (DAF) Alternative challenges were provided if partici- pants faced difficulties completing a given task. Immediate feedback was given via Slack to rein- force effort. Dynamic to Maintain Balance (DMB) The XP system adjusted difficulty levels progres- sively, ensuring that participants could always challenge themselves while avoiding overwhelm- ing tasks. Table 1. Gamification Dynamics Implemented Day Challenge XP 1 Compost 1-3 items 10 2 Teach colleagues 15 3 Project proposals 20 Table 2. Daily challenge progression Discussion & Implications Key Findings: Gamiflow effective for workplace sustainability Digital-physical hybrid approach successful Confidence gains most significant outcome Limitations: Small sample size (N=20) Short intervention period (3 days) Self-selection bias potential Future Directions: Long-term behavior studies Multi-team competitions AI-driven personalization References Chalco, G. et al. (2023). Gamiflow Framework Luo, Y. et al. (2019). Composting Feedback Systems Torres, R. et al. (2022). Gamification Strategies Contact Ezequiel França dos Santos: [email protected] Geiser Chalco Challco: [email protected]