The Gamification of Green Leadership for Sustainable Ecotourism in Surabaya Billy Purwocaroko Noeringtyas, Mima Kurniasih
Universitas Pembangunan Nasional ^Veteran^ Jawa Timur
Abstract
Implementation of green leadership as a leadership strategy that aims to realise the vision of long-term sustainability instead of episodic ones. The new leadership model that has economic, social and environmental awareness is needed to face the challenges of the triple planetary crisis consisting of climate change, pollution, and biodiversity loss. The young generation is the future owner that has great potential to develop and implement innovative solutions to solve complex environmental problems. Therefore, sustainable environmental conservation efforts require the involvement of the younger generation. The eastern coastal region of Surabaya, which holds significant potential for mangrove conservation, faces challenges due to the declining mangrove forest area caused by urban expansion and environmentally destructive by human activities. This study explores the development of a gamification model to implement green leadership to increase the involvement of the younger generation in mangrove conservation. This study employs the design thinking methodology to project a suitable gamification model for the sustainable development of green leadership. Data will be collected through five stages of design thinking processes with support from literature review of scientific journals, research reports, and relevant case studies to assess the impact, challenges, and factors that drive participation and engagement in mangrove conservation development. Additionally, thematic analysis of recent literature will be conducted to gain a broader and more detailed understanding to support the development of the gamification model that encourages green leadership practices in mangrove conservation. The expected findings of this study focus on highlighting practices in the development of green leadership in the eastern coastal region of Surabaya as a crucial component of the youth mangrove conservation. By considering various perspectives, backgrounds, and experiences, this research aims to develop a framework with a gamification model that encourage the green leadership practices in the young generation. This framework may serve as a reference for youth leadership in fostering innovation, creativity, and problem-solving capabilities to solve problems to make decisions that can reduce negative impacts on the environment. Gamification has potential to encourage green leadership practices in mangrove conservation. The proposed model^s implementation requires further field studies to evaluate its effectiveness on a larger scale before full adoption. Furthermore, the findings of this study may contribute to sustainable strategies for developing green leadership as a long-term conservation effort.
Keywords: Green Leadership, Sustainability, Gamification, Design Thinking