Acceptance of a Mobile Application for Circular Economy Learning Through Gamification: A Case Study of University Students in Peru
Abstract
1. Introduction
2. Conceptual Framework
2.1. Circular Economy
2.2. Gamification in Higher Education
2.3. Sustainable Education SDG 4 and SDG 12
2.4. Synthesis and Relevance to the Study
3. Materials and Methods
3.1. Description of the Gamified Mobile Application LearningCiEc
3.2. Method
4. Results
4.1. Results for Acceptance of Use of the Gamified Mobile Application
4.2. Results of the Correlational Analysis
5. Discussion
5.1. Gamification and Motivation
5.2. TAM and Technological Adoption
6. Conclusions
7. Limitations of the Study
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| AI | Artificial Intelligence |
| AR | Augmented Reality |
| ATU | Attitude Toward Use |
| BIU | Behavioral Intention to Use |
| 3R | Reduce, Reuse, Recycle (Principles of Circular Economy) |
| DB | Database |
| IQR | Interquartile Range |
| MVVM | Model-View-ViewModel (software architecture pattern) |
| PEOU | Perceived Ease of Use |
| PLS-SEM | Partial Least Squares Structural Equation Modeling |
| PU | Perceived Usefulness |
| SD | Standard Deviation |
| SDG | Sustainable Development Goal |
| SDG 4 | Sustainable Development Goal 4: Quality Education |
| SDG 12 | Sustainable Development Goal 12: Responsible consumption |
| SPSS | Statistical Package for the Social Sciences |
| TAM | Technology Acceptance Model |
| UI | User Interface |
| UX | User Experience |
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| RQ | Focus of Action | Objective |
|---|---|---|
| RQ1: What is the level of acceptance of the gamified mobile application for learning about the circular economy? | Student acceptance of the gamified mobile application. | To identify the level of student acceptance of the use of the gamified mobile application for learning about the circular economy. |
| RQ2: To what extent are the relationships proposed in the TAM that explain the acceptance of the gamified mobile application fulfilled? | Statistical validation of the relationships between the constructs of the TAM. | Statistically validate the relationships between the constructs of the TAM regarding the gamified mobile application. |
| Item | Indicators | Cronbach’s Alpha If the Item Had Been Deleted |
|---|---|---|
| PU1 | The gamified mobile app helps me better understand the fundamentals of the circular economy. | 0.977 |
| PU2 | The app adds value to my learning in this course. | 0.977 |
| PU3 | With the app you can achieve the learning objectives of the subject. | 0.978 |
| PU4 | The mobile app allows me to apply circular economy concepts to real-life situations. | 0.977 |
| PEOU1 | Learning to use the app was easy for me. | 0.978 |
| PEOU2 | Interaction with gamified activities is clear and intuitive. | 0.978 |
| PEOU3 | It was easy to find functions and progress through activities. | 0.978 |
| ATU1 | My attitude towards using this application is positive. | 0.977 |
| ATU2 | I enjoyed using this app during class sessions. | 0.977 |
| ATU3 | I consider it appropriate to use this application to learn about the circular economy. | 0.977 |
| BIU1 | I would like to continue using this mobile app in this and other subjects. | 0.978 |
| BIU2 | I would recommend this app to my colleagues. | 0.977 |
| BIU3 | I prefer activities with this application over traditional methodologies. | 0.977 |
| PU | PEOU | ATU | BIU | |||
|---|---|---|---|---|---|---|
| Spearman’s Rho | PU | Correlation coefficient | 1.000 | 0.689 ** | 0.721 ** | 0.674 ** |
| Sig. (bilateral) | - | 0.000 | 0.000 | 0.000 | ||
| N | 76 | 76 | 76 | 76 | ||
| PEOU | Correlation coefficient | 0.689 ** | 1.000 | 0.662 ** | 0.627 ** | |
| Sig. (bilateral) | 0.000 | - | 0.000 | 0.000 | ||
| N | 76 | 76 | 76 | 76 | ||
| ATU | Correlation coefficient | 0.721 ** | 0.662 ** | 1.000 | 0.796 ** | |
| Sig. (bilateral) | 0.000 | 0.000 | - | 0.000 | ||
| N | 76 | 76 | 76 | 76 | ||
| BIU | Correlation coefficient | 0.674 ** | 0.627 ** | 0.796 ** | 1.000 | |
| Sig. (bilateral) | 0.000 | 0.000 | 0.000 | - | ||
| N | 76 | 76 | 76 | 76 | ||
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Share and Cite
Arévalo-Tuesta, J.A.; Morales-Romero, G.; Quispe-Andía, A.; Trinidad-Loli, N.; León-Velarde, C.; Arones, M.; Aybar-Bellido, I.; Chamorro-Atalaya, O. Acceptance of a Mobile Application for Circular Economy Learning Through Gamification: A Case Study of University Students in Peru. Sustainability 2025, 17, 9694. https://doi.org/10.3390/su17219694
Arévalo-Tuesta JA, Morales-Romero G, Quispe-Andía A, Trinidad-Loli N, León-Velarde C, Arones M, Aybar-Bellido I, Chamorro-Atalaya O. Acceptance of a Mobile Application for Circular Economy Learning Through Gamification: A Case Study of University Students in Peru. Sustainability. 2025; 17(21):9694. https://doi.org/10.3390/su17219694
Chicago/Turabian StyleArévalo-Tuesta, José Antonio, Guillermo Morales-Romero, Adrián Quispe-Andía, Nicéforo Trinidad-Loli, César León-Velarde, Maritza Arones, Irma Aybar-Bellido, and Omar Chamorro-Atalaya. 2025. "Acceptance of a Mobile Application for Circular Economy Learning Through Gamification: A Case Study of University Students in Peru" Sustainability 17, no. 21: 9694. https://doi.org/10.3390/su17219694
APA StyleArévalo-Tuesta, J. A., Morales-Romero, G., Quispe-Andía, A., Trinidad-Loli, N., León-Velarde, C., Arones, M., Aybar-Bellido, I., & Chamorro-Atalaya, O. (2025). Acceptance of a Mobile Application for Circular Economy Learning Through Gamification: A Case Study of University Students in Peru. Sustainability, 17(21), 9694. https://doi.org/10.3390/su17219694

