Development of an IoT and Mobile Application-Based Rule-Based Gamification Model to Improve School Waste Management Participation
DOI:
https://doi.org/10.22303/it.14.1.2026.127-140Keywords:
Gamification, Rule-Based, Internet of Things, Mobile ApplicationAbstract
The previous study produced EcoBinSmart, an Internet of Things (IoT)-based smart bin connected to a mobile application. The system recorded disposal activities and awarded points, but the assessment was still dominated by transaction frequency and did not fully represent users physical contributions. This study develops a rule-based gamification model that combines weight data, volume changes, waste categories, and user identity as the basis for points, levels, badges, and challenges. The Research and Development method was applied using an eight-week before-and-after evaluation design. Sixty user accounts were included in a controlled simulation scenario, covering four baseline weeks and four weeks after gamification implementation. Functional testing achieved a success rate of 98.19%. The load cell produced a mean absolute error of 0.014 kg, while the ultrasonic sensor produced a mean absolute error of 0.34 cm. The simulated data showed that the average number of validated activities increased from 143.75 to 231.50 transactions per week, equivalent to 61.04%. Correct waste-category disposal increased from 70.26% to 86.18%. User acceptance reached an average score of 4.34 on a five-point scale. These findings indicate that transparent rules, sensor-based validation, and immediate feedback can strengthen EcoBinSmart as both an educational medium and a tool for developing sustainable waste management habits in schools.
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