TY - JOUR
T1 - Designing Biomimetic Learning Environments for Animal Welfare Education
T2 - A Gamified Approach
AU - Emsen, Ebru
AU - Odevci, Bahadir Baran
AU - Korkmaz, Muzeyyen Kutluca
AU - Alshamsi, Fatma
AU - Alkaabi, Alyaziya
N1 - Publisher Copyright:
© 2025 by the authors.
PY - 2025/11
Y1 - 2025/11
N2 - Animal welfare education requires pedagogical models that bridge conceptual knowledge with practice. This study presents GamifyWELL, a biomimetic, gamified learning environment for students, farmers, and veterinary technicians. Grounded in ecological principles of adaptation, diversification, and niche specialization, the design emulates how living systems evolve through feedback and cooperation. These principles were translated into an instructional model that integrates a core pathway (Pre-Test, Levels 1–4, Post-Test) with optional enrichment tasks and a role-specific Reward Marketplace. Question formats are constant across levels (MCQ, image-based, video-based) while cognitive difficulty increases, culminating in Positive Welfare scenarios. We describe the learning design structure and report preliminary implementation observations using a mixed-methods evaluation plan (pre/post knowledge assessments and engagement indicators). Results from early deployment indicate strong usability and engagement, with high voluntary uptake of enrichment tasks and positive learner feedback on role-tailored rewards; full empirical testing is in progress. Findings support the feasibility and pedagogical promise of biomimetic gamification to enhance knowledge, motivation, and intended practice in animal welfare education. GamifyWELL offers a replicable framework for nature-inspired instructional design that can be extended to allied sustainability domains.
AB - Animal welfare education requires pedagogical models that bridge conceptual knowledge with practice. This study presents GamifyWELL, a biomimetic, gamified learning environment for students, farmers, and veterinary technicians. Grounded in ecological principles of adaptation, diversification, and niche specialization, the design emulates how living systems evolve through feedback and cooperation. These principles were translated into an instructional model that integrates a core pathway (Pre-Test, Levels 1–4, Post-Test) with optional enrichment tasks and a role-specific Reward Marketplace. Question formats are constant across levels (MCQ, image-based, video-based) while cognitive difficulty increases, culminating in Positive Welfare scenarios. We describe the learning design structure and report preliminary implementation observations using a mixed-methods evaluation plan (pre/post knowledge assessments and engagement indicators). Results from early deployment indicate strong usability and engagement, with high voluntary uptake of enrichment tasks and positive learner feedback on role-tailored rewards; full empirical testing is in progress. Findings support the feasibility and pedagogical promise of biomimetic gamification to enhance knowledge, motivation, and intended practice in animal welfare education. GamifyWELL offers a replicable framework for nature-inspired instructional design that can be extended to allied sustainability domains.
KW - animal welfare education
KW - biomimicry
KW - gamification
UR - https://www.scopus.com/pages/publications/105022875834
UR - https://www.scopus.com/pages/publications/105022875834#tab=citedBy
U2 - 10.3390/biomimetics10110769
DO - 10.3390/biomimetics10110769
M3 - Article
AN - SCOPUS:105022875834
SN - 2313-7673
VL - 10
JO - Biomimetics
JF - Biomimetics
IS - 11
M1 - 769
ER -