CreativeCulture 4.0 - Transforming 21st century teaching and learning of STEM in Malaysia through creative play and gamification towards Education 4
Lead Research Organisation:
Coventry University
Department Name: Ctr for Post Digital Cultures
Abstract
The project aims to broaden and extend the impact of experiential learning through play and gamification as a creative, emphatic and inclusive pedagogical practice in Malaysia towards Education 4.0 responding to Industry 4.0. The project builds on a previous collaboration between Coventry University(CU) and Universiti Malaysia Sarawak(UNIMAS) via the Newton CreativeCulture project, which has produced a blueprint for Gamification for STEM education that includes a suite of playful pedagogical tools and gamified lessons created by teachers for teachers. We identified that sustainable and effective adoption can be achieved by enabling teachers to embed the approach in the curriculum and the empowerment of schools to review, redesign and progress their practices.
Aligning with (1)UNESCO's view that teacher upskilling is one of the most direct means to achieve inclusive and equitable quality education and, (2)STEM Education Policy under the Malaysia Education Blueprint (MEB, 2015-2025) that promotes hands-on inquiry, creative designs and open-ended exploration, we will (1)train teachers in partnership with local Departments of Education, (2)engage students with playful and gamified learning in partnership with local teachers and schools, and (3)investigate sustainable formal adoption, engaging with schools, policymakers, community groups and local industries towards informing policy.
Efforts to improve and maintain sustainable growth in economic development towards a developed status hinge on an updated education system that is more creative. Acknowledging that access to inclusive and equitable quality education is still an impending issue at rural areas in Malaysia, CreativeCulture 4.0 will expand our user engagement, build practices, capacity and sustain creative approaches in participating schools and facilitate continuing dialogues with local and national communities towards realising the impact of creative education on economic development and social welfare.
Aligning with (1)UNESCO's view that teacher upskilling is one of the most direct means to achieve inclusive and equitable quality education and, (2)STEM Education Policy under the Malaysia Education Blueprint (MEB, 2015-2025) that promotes hands-on inquiry, creative designs and open-ended exploration, we will (1)train teachers in partnership with local Departments of Education, (2)engage students with playful and gamified learning in partnership with local teachers and schools, and (3)investigate sustainable formal adoption, engaging with schools, policymakers, community groups and local industries towards informing policy.
Efforts to improve and maintain sustainable growth in economic development towards a developed status hinge on an updated education system that is more creative. Acknowledging that access to inclusive and equitable quality education is still an impending issue at rural areas in Malaysia, CreativeCulture 4.0 will expand our user engagement, build practices, capacity and sustain creative approaches in participating schools and facilitate continuing dialogues with local and national communities towards realising the impact of creative education on economic development and social welfare.
Publications
Adams D
(2022)
Bricks to Clicks: Students' Engagement in E-Learning during the COVID-19 Pandemic
in Asia Pacific Journal of Educators and Education
Anuar N
(2020)
Art-Integration in Computational Thinking as an Unplugged Pedagogical Approach at A Rural Sarawak Primary School
in International Journal of Academic Research in Business and Social Sciences
Anuar N
(2020)
Contextualising Computational Thinking: A Case Study in Remote Rural Sarawak Borneo
in International Journal of Learning, Teaching and Educational Research
Anuar N H
(2021)
Art-Integration in Computational Thinking as an Unplugged Pedagogical Approach at A Rural Sarawak Primary School
in International Journal of Academic Research in Business and Social Sciences
Arnab S
(2020)
Game Science in Hybrid Learning Spaces
Arnab S
(2020)
Game Science in Hybrid Learning Spaces
Arnab S
(2020)
Game Science in Hybrid Learning Spaces
Chuah K
(2020)
Emergency Remote Teaching Scenarios, Struggles and Soundboxes: A Case Study on Malaysian Teachers
in Interaction Design and Architecture(s)
Title | An Apple A Day Keeps The Doctor Away |
Description | A group of Masters in Learning Sciences students, Cohort 17, developed this game. They were introduced to CreativeCulture's methodology - Game Design Sprint, to create a game that uses actual content knowledge. The students designed the game using gameful elements that trigger the development of Higher Order thinking skills. The box was designed to consolidate knowledge about calories and how to control calories in meals we eat every day. It is made up of a series of problem-solving scenarios which had to be solved through collaborative discussion. |
Type Of Art | Artefact (including digital) |
Year Produced | 2021 |
Impact | The game was introduced to a local vocational college - Kolej Vokasional Kuching. The students could use the game to strengthen their knowledge about Nutritional Science, a content they learned in their study programme. It was a novel way of consolidating what they learned. The course instructors were involved in the design process, and they continue to use the game as a tool to enhance comprehension in their courses. |
URL | https://creativeculture.my/ourworks/an-apple-a-day-keeps-the-doctor-away/ |
Title | Cardable |
Description | Cardabble is a card game based upon the boardgame Scrabble. It utilises 118 cards which are divided into letters, wildcards, and multipliers. The aim of the game is to create English words from the cards which are within your hand. Each letter card carries a score, and these are added up to form a word-score. Wildcards can be used as any letter; however, they only score 0-points when played. Multiplier cards can be used tactically to double or triple the scores of single letters or entire words. Each players scores are noted down at the end of each turn by the scorekeeper and added up to form a cumulative total at the end of the game. The winning player is the one which has scored the most points during the game. The game can be played anywhere that you can find a flat surface and is recom-mended for between 2-4 players. If you wish to play with larger groups, then you can simply add additional card sets into the game. You will also require a pencil and some paper to keep note of scores, and a dictionary to help resolve any disputes over spelling or the legality of words. |
Type Of Art | Artefact (including digital) |
Year Produced | 2021 |
Impact | Not yet identified. To be distributed to the local partners. |
Title | Circuit Smart |
Description | Circuit Smart is a fun way for Primary Year 5 students to learn about the components of a simple electric circuit. The goal of the games is to enable players to build and differentiate between a series and a parallel circuit. The quiz is designed to be online, collaborative, and acts as a brain teaser. |
Type Of Art | Artefact (including digital) |
Year Produced | 2022 |
Impact | The pupils couldn't wait to play the entertaining game. It demonstrates their buddies' cooperation and zeal for the game's victory. Based on their observations, the teachers concurred that the students loved this gamification approach to teaching and learning and found the word game Circuit Smart to be delightful. |
URL | https://creativeculture.my/ourworks/circuit-smart/ |
Title | Collection of videos from over 10 countries on play for social change |
Description | This is part of the RemixPlay 4 summit hosted by ACES, where we published video contributions from around the world on the best practices in applying play for social change and human development. |
Type Of Art | Artefact (including digital) |
Year Produced | 2021 |
Impact | The unwebinar event and the video collections have reached various communities around the world, which has impacted teacher training in Malaysia, Indonesia, and Vietnam. Outcomes from another sister project, CreativeCulture 4.0 have also been showcased demonstrating impact on teacher practice and learner engagement. |
URL | https://gchangers.org/event/remix-play-4/ |
Title | CreativeCulture TV |
Description | A YouTube channel named CreativeCulture TV was created. |
Type Of Art | Artefact (including digital) |
Year Produced | 2020 |
Impact | The CreativeCulture TV is a medium for the team to share videos on all activities or events conducted or co-organized with, to the public. Interested members of the public, teachers especially, can find tutorial videos on conducting STEMBucket activities in one of the playlists. |
Title | Feature page: Summary of ACES case study - Gamifying STEM |
Description | The website offers a summary of Gamiflying STEM aimed at Malaysian educators. Specifically, it highlights the integration of gamification into a professional development program for STEM teachers as a case study. The website's resources function as a centralised information repository for educators interested in adopting similar playful and frugal strategies for STEM subjects within their schools. |
Type Of Art | Artefact (including digital) |
Year Produced | 2022 |
Impact | To date, more than 5,000 teachers have participated in gamification-focused training sessions for teaching and learning STEM subjects in schools in Malaysia. The training leverages on the STEMBucket program's playful, co-creative, and frugal methodologies to cultivate 21st-century learning competencies and facilitate STEM-based innovative projects. |
URL | https://aces.gchangers.org/case-studies/gamifying-stem/ |
Title | Flash Board Game for Physics |
Description | A group of Masters in Learning Sciences students, Cohort 17, developed this game. They were introduced to CreativeCulture's methodology - Game Design Sprint, to create a game that uses actual content knowledge. The students designed the game using gameful elements that trigger the development of Higher Order thinking skills. The game was to help students affected by the pandemic's disruptions to do revisions on a Physics subject that they were supposed to sit for a national examination. The game was built as a collaborative tool to enable students to iterate what they understood from their Physics syllabus. The class teachers moderated the game activities to ensure full participation throughout the game session. |
Type Of Art | Artefact (including digital) |
Year Produced | 2021 |
Impact | The game was designed to use playful elements to learn and revise the Physics syllabus for Fifth Form students. The game is contextualised using historical facts and practical applications. The CreativeCulture Game Design Sprint was used as the enabler for the game design and development. Teachers at the school where the game was demonstrated were planning to share the game and improve it over time with colleagues from other schools who are also teaching Physics. |
URL | https://creativeculture.my/ourworks/flash/ |
Title | Frugal Playful STEM handbook (ACES StemBucket Handbook) |
Description | This handbook compiles examples of playful and frugal learning resources for learning STEM co-created by teachers and learners in Malaysia, Indonesia, and Vietnam. This is an impact of our engagement with them and through the friendly competition (ACES challenge), they were able to produce learning resources based on the ACES principles - Playful, Frugal, and Co-creative. The handbook also describes the Playful and Frugal values that can be embedded into learning design and provide instruments for reflecting on learning designs. The handbook can be downloaded from the ACES website. |
Type Of Art | Artefact (including digital) |
Year Produced | 2022 |
Impact | This handbook showcases evidence of the impact of ACES in informing learning resources design based on playful and frugal principles. The impact is the confidence and exposure that the teachers and learners have received through their participation. The teachers in Malaysia have also been engaging with another sister initiative CreativeCulture 4.0 (and previously CreativeCulture), who have also participated in this challenge. This is an impact for these two initiatives that have been showcased in the ACES challenge. |
URL | https://aces.gchangers.org/challenge/ |
Title | Healthy Lifestyle Choices Game |
Description | A group of Masters in Learning Sciences students, Cohort 17, developed this game. They were introduced to CreativeCulture's methodology - Game Design Sprint, to create a game that uses actual content knowledge. The students designed the game using gameful elements that trigger the development of Higher Order thinking skills. The game was created as a collaborative online game where a facilitator helps students to get through the three phases of the game. |
Type Of Art | Artefact (including digital) |
Year Produced | 2021 |
Impact | The game was introduced to a local vocational college - Kolej Vokasional Kuching. The students could use the game to strengthen their knowledge about Nutritional Science, a content they learned in their study programme. It was a novel way of consolidating what they learned. The course instructors were involved in the design process, and they continue to use the game as a tool to enhance comprehension in their courses. |
Title | HistoRace |
Description | Students are taught about Japanese Occupation of Sarawak and then to answer quizzes via Genially |
Type Of Art | Artefact (including digital) |
Year Produced | 2022 |
Impact | Pure excitement was observed from the students' faces as they immersed in the collaborative and competitive learning experience. Distance was no longer a barrier as the groups gradually developed team spirit and motivated one another. |
URL | https://creativeculture.my/ourworks/historace/ |
Title | Math Ninja Training |
Description | A group of Masters in Learning Sciences students, Cohort 17, developed this game. They were introduced to CreativeCulture's methodology - Game Design Sprint, to create a game that uses actual content knowledge. The students designed the game using gameful elements and Genially that trigger the development of Higher Order thinking skills. The game was designed to enhance students' basic mathematical skills and concepts. |
Type Of Art | Artefact (including digital) |
Year Produced | 2021 |
Impact | The game was co-created with a local teacher (Cikgu Mark Jana) to strengthen students' knowledge on basic Mathematical skills and concepts. The online games were introduced to help teachers during the lockdown period. After the design process, the teacher was able to design his own fun and engaging online learning materials. |
URL | https://youtu.be/CcoBpMXms7E |
Title | Mophobology |
Description | Morphobology is a combination of the words Morphology and a board game. The team incorporates morphemes related to shapes and configurations of transportation, food, nature and body parts. Players determine a creature's role and course of development in the game. Players can expand their word knowledge by learning about morphology and identifying words while playing. The game allows for three to four players at any one time. If there are more players, more new terms should be created. |
Type Of Art | Artefact (including digital) |
Year Produced | 2022 |
Impact | The Gamification Seminar 2022 featured this game as one of its Showcase games. The Seminar participants were informed about the game design and its effects. Instructors can gain inspiration for creating games for language-related lessons. |
URL | https://creativeculture.my/ourworks/morphobology/ |
Title | Morphunters |
Description | Morphunters is a survival board game aiming to teach players about the morphological processes involved when forming a word. In Morphunters, each linguistic term has been simplified so everyone can have a go at this game. |
Type Of Art | Artefact (including digital) |
Year Produced | 2022 |
Impact | This game was selected as one of the Showcase game during Gamification Seminar 2022. The design process and impact of the game were shared to the attendees of the Seminar. Teachers can get ideas on how to design games for language related subjects. |
URL | https://creativeculture.my/ourworks/morphunters/ |
Title | Nutritional Board Game |
Description | A group of Masters in Learning Sciences students, Cohort 17, developed this game. They were introduced to CreativeCulture's methodology - Game Design Sprint, to create a game that uses actual content knowledge. The students designed the game using gameful elements that trigger the development of Higher Order thinking skills. |
Type Of Art | Artefact (including digital) |
Year Produced | 2021 |
Impact | The game was introduced to a local vocational college - Kolej Vokasional Kuching. The students could use the game to strengthen their knowledge about Nutritional Science, a content they learned in their study programme. It was a novel way of consolidating what they learned. The course instructors were involved in the design process, and they continue to use the game as a tool to enhance comprehension in their courses. |
URL | https://creativeculture.my/ourworks/nutritional-board-game/ |
Title | PLAY Canvas for playful learning design |
Description | We created a PLAY canvas, a newly designed brainstorming tool, to help teachers plan their gamification materials. It was used during our September workshop with Sarawak teachers. |
Type Of Art | Artefact (including digital) |
Year Produced | 2020 |
Impact | Teachers' interest in testing the artefact. |
URL | https://www.facebook.com/creativeculturemy |
Title | Rajang River Run |
Description | Inspired by the culture and lifestyle of the people in Sarawak, Rajang River Run is a game that can encourage students to learn vocabulary and improve their reading skills. This game also promotes the beauty of the culture and lifestyle of the people in Sarawak. |
Type Of Art | Artefact (including digital) |
Year Produced | 2022 |
Impact | The students were excited to play the colourful game cards together with the fun game boards. It shows their collaboration among their friends and enthusiasm to win the game. Based on the observation from the teachers, they agreed that this Rajang River Run word game is delightful and students enjoyed this kind of gamification approach in teaching and learning. |
URL | https://creativeculture.my/ourworks/rajang-river-run/ |
Title | Remixing Play Flash game cards |
Description | Design of games used to trigger creativity that is based on Sylvester Arnab's Remixing Play approach for encouraging non-game experts to design their own games. We have designed over 50 cards containing game inspirations and topic inspirations. The cards will be delivered to the partners physically and also online. |
Type Of Art | Artefact (including digital) |
Year Produced | 2020 |
Impact | The previous impact of the remixing play approach was to encourage creativity and co-creativity amongst teachers (previously used in powerpoint formats). These cards are now developed into physical and online versions. The online version is as in the URL provided. |
URL | https://remixplay.gchangers.org/ |
Title | Remixing Play cards - digital and physical cards |
Description | Cards based on the Remixing Play onboarding approach for onboarding educators into creative thinking. The cards help teachers to rapidly ideate new playful learning ideas that they can further develop. |
Type Of Art | Artefact (including digital) |
Year Produced | 2021 |
Impact | Remixing play approach has been used with the various communities in Malaysia, Indonesia, and Vietnam - leading to teacher practices and co-creation of playful learning activities. |
URL | https://gchangers.org/resources/workshop-remixing-play-into-a-gameplan/ |
Title | Rumulate |
Description | Rumulate is a card game for approximately 4 -players that remixes mathematics with the popular card game Rummy. Rumulate's gameplay resembles Rummy in structure, however, rather than creating runs or sets of cards players must create equations that add up to the sum of a number selected at the start of each round. |
Type Of Art | Artefact (including digital) |
Year Produced | 2021 |
Impact | Not identified yet. Games to be distributed to the local partners. |
Title | Special Track 5: Social Innovation in STEM+ Education webinar at the ENCON 2020 |
Description | The Special Track 5: Social Innovation in STEM+ Education webinar was recorded and uploaded on Youtube. It consists of talks and interactive collaboration activities. |
Type Of Art | Artefact (including digital) |
Year Produced | 2020 |
Impact | The content of the Special Track 5: Social Innovation in STEM+ Education webinar is available on Youtube for other participants to learn. 150 participants registered for the online sessions. We have reached out to the different layers of teachers and participants from Malaysia and SEA. |
URL | https://www.youtube.com/watch?v=TiClTspNURE |
Title | The Music Rhythm Tour |
Description | A team of young musicians decided to embark on an expedition to visit some world class music halls around the world, in the hope of inspiring their mind to construct motifs and phrases for a symphony that their team were commission to produce at the end of 4 seasons. To do so, their team are determined to construct a 4 bars phrase in every location they visit. Along their journey across the world you will about (i) Rhythm (ii) Musical Forms (iii) Dynamics (iv) Music Directions. As they are building these phrases they need to work together with your team mates using each other's special ability to get the jobs done. |
Type Of Art | Artefact (including digital) |
Year Produced | 2022 |
Impact | During the original play day was done in an online version. Despite the difficulty in using the online platform dealing with card shuffling and distributing the cards, players are very eager in working together to complete the task. There were much conversion going on of which these conversations includes helping, discussing, predicting and planning. Apart from that, it is noticed that players seems to constantly hum the rhythm as they browse read the rhythm patterns on the board. |
URL | https://creativeculture.my/ourworks/the-music-rhythm-tour/ |
Title | Tic Tac Toe Math Game |
Description | A group of Masters in Learning Sciences students, Cohort 15, developed this game. They were introduced to CreativeCulture's methodology - Game Design Sprint, to create a game that uses actual content knowledge. The students designed the game using gameful elements that trigger the development of Higher Order thinking skills. The online game was designed to help students master the basic concepts of multiplication. |
Type Of Art | Artefact (including digital) |
Year Produced | 2021 |
Impact | Students could use the game to strengthen their knowledge on the concept of Multiplication. The game was designed to help teachers during the lockdown of Covid-19 outbreak. The game is still available online for teachers to use in the classroom activity or as supplementary material. |
URL | https://www.educandy.com/site/resource.php?activity-code=63f58 |
Title | Video on Deep Learning Pedagogies |
Description | We created a video for educators, titled "Introduction to Deep Learning Pedagogies", an attempt to explain why it is necessary to enable student voices and student autonomy in 21st century classrooms. |
Type Of Art | Artefact (including digital) |
Year Produced | 2020 |
Impact | Ongoing |
URL | https://youtu.be/nQ85IIvWSRw |
Title | Virtual Escape Rooms |
Description | Virtual escape rooms - an idea from Gamechangers UK (Coventry), which have been adapted to the local context. The first rollout was conducted during our third annual Gamification Seminar 2020 on 21 December 2020. |
Type Of Art | Artefact (including digital) |
Year Produced | 2020 |
Impact | Exposure to the methodology for teachers in Malaysia. |
Title | Word Disaster |
Description | "Word Disasters" was created to motivate the students to master and increase their interest in Syntax topic. "Word Disasters" is a card game that refers to the game mechanics of Cards against Humanity. Aim of this game is to help the students understand syntax topic. The words are including the verbs, adjective and nouns. And the player can choose the assent card to use the assent to speak. The objective of game is let the people have more confidence to speak English. The game allows for three to four players at any one time. If there are more players, more new terms should be created. |
Type Of Art | Artefact (including digital) |
Year Produced | 2022 |
Impact | During the Gamification Seminar 2022, this game was to shared its design process and impact with the attendees. This can serve as a source of inspiration for educators who are looking to create language-related games. |
URL | https://creativeculture.my/ourworks/word-disaster/ |
Title | Word Puzzle and BiMaze Game |
Description | BiMaze game was adopted from BINGO and Maze games, whereas Word Puzzle was adopted from a Puzzle game. These games emphasised collaborative learning via technology to solve Bahasa Melayu and Mathematical problems. The team members need to work together to solve the problems to win the games. The games will challenge them to find the answer together by collaborating with all team members that consist of virtual and onsite members. The team will learn to collaborate, evaluate and improve their strategies to win the game. Hence, the games promote meaningful fun learning and open learning at the same time. |
Type Of Art | Artefact (including digital) |
Year Produced | 2022 |
Impact | Students engaged and participated actively in the activities during the PlayDay. |
URL | https://creativeculture.my/ourworks/word-puzzle-bimaze/ |
Description | The CreativeCulture team explored the potential for gamification in education in Sarawak State, Malaysia. They engaged with teachers from different districts and the State Department of Education to understand the barriers and opportunities for the application of gamification in teaching and learning. Initially, the approach was top-down, collaborating with the Ministry of Education. However, teachers were invested in their practices and voiced concerns over the national requirements for the curriculum, which limited their freedom to explore new ways of improving their practices. The CreativeCulture approach used empathic co-creation to promote ownership, agency, and autonomy in teacher upskilling and lifelong learning. The team conducted physical and online sessions that were beneficial for onboarding teachers and the department of education into new ways of encouraging creative and innovative teaching and learning. However, the Covid-19 pandemic disrupted the original plans for the project, and the team had to scale down physical interactions and conduct investigations online. The pandemic required the team to be agile and innovative in responding to the barriers. Thus, the team created the CreativeCulture TV, a YouTube channel with engaging content, to exploit the current trends in online engagement and micro-learning approaches. The team conducted various online workshops to engage teachers in the dialogues around the use of games and play in education as a strategy to remotivate students to learn and be involved in their learning journey. However, the shift to online learning was challenging for teachers, students, and parents. Most students were deprived of appropriate learning support due to limited internet connectivity. Thus, teachers initiated efforts to ensure continuous support for students' learning and development. Teachers traveled to students physically to pass, collect, and mark homework and assessments. Some teachers also used gamified learning to sustain students' attention and engagement in online learning. The CreativeCulture team together with the leading team from the local Department of Education and the Teacher Training College composed and improved strategies to sustain and ensure teachers are fully prepared for gamification in learning for both online and physical didactics to ensure equality and equity in the post-pandemic education system. The team engaged teachers with the co-creative approach for continuously updating the way teaching and learning are facilitated and delivered. They collected success stories from teachers who adopted the gamification approach and ran webinars to showcase the approach. The team created mini-studios to enable the production of videos about gamification in learning, which would help teachers create learning games that fit their needs. The team rolled out the CreativeCulture TV as a YouTube Channel for teachers to learn about gamification in learning and created a website or online storage for content. They also created a CreativeCulture Ambassador Scheme, where local champion teachers were approached to get buy-in and onboard other teachers to try to use gamification in their teaching practices. The national competition for teachers (GameChangers MY competition) has seen active participation and submissions showcased playful resources for learning STEM. Selected teachers were then supported for the submission to the international ACES Challenge (another sister initiative led by Coventry University), where playful frugal resources for STEM were submitted by teachers. Their resources are now showcased internationally (open access) and also featured in a handbook. In conclusion, the CreativeCulture team explored the potential for gamification in education in Sarawak State, Malaysia, and engaged with teachers, schools, teacher training college, and the State Department of Education in training and the application of gamified learning in the classroom. The Covid-19 pandemic disrupted the original plans for the project, and the team had to scale down physical interactions and conduct investigations online. However, the team used empathic co-creation to promote ownership, agency, and autonomy in teacher upskilling and lifelong learning, and created the CreativeCulture TV, a YouTube channel with engaging content, to exploit the current trends in online engagement and micro-learning approaches. The team also created strategies to ensure equality and equity in the post-pandemic education system, engaged teachers in co-creative approaches, and created mini-studios, a CreativeCulture TV, and a CreativeCulture Ambassador Scheme to promote the adoption of gamification in teaching practices. CreativeCulture continues to impact teacher development in Sarawak, where the team has been involved in various seminars, development events, and also engagement with schools. |
Exploitation Route | Our open educational resources in various media will be adoptable and adaptable (tools, videos, guidelines). Our training programme will also be adapted by the Department of Education. The Department of Education is also in negotiation to include Gamification as an approach that will be utilised and evaluated as a teaching KPI on an annual basis. |
Sectors | Education |
URL | https://creativeculture.my/ |
Description | Our CreativeCulture approach in game design thinking and gamification have been adapted and adopted in various teacher training workshops - in collaboration with the Sarawak State Education Department and the teacher training organisations. Our approach has also been embedded in the Masters in Learning Sciences at UNIMAS for training teachers in new innovative pedagogies and continues to inspire teachers in their teaching practices where they have created their own gamified resources for use in the classrooms. Over 10 case studies have been developed by and with teachers. The success of integrating Learning mechanics and Game mechanics into instructional delivery has also compelled the team to explore traditional Malaysian games as a basis to construct contextualised values in gamified lessons. The team compiles ideas for teachers to use, and suggested gamified instructional activities are mapped to the National Curriculum for ease of reference and further expansion. STEM webinars have been conducted throughout the lockdown period, and the webinars discuss pedagogical issues related to inspiring and motivating students to take up STEM. By visualising the pedagogical intervention using an integration of Gamification approach, teachers are more able to see how such instructional practice could be constructed and delivered. To speed up the onboarding process, the team organised a competition for teachers to showcase their teaching practices and products, while integrating action research as a core to their innovative teaching. Teachers submitted their gamified learning resources to the national-wide GameChangers MY challenge, demonstrating the impact of the approach the CreativeCulture has been nurturing and promoting. Selected resources from the teachers were also submitted to the international STEM challenge via the ACES project, where their learning resources are now featured online as open educational resources and also in a handbook. The local Teacher Training College has also adapted the CreativeCulture approach in their training of pre-service teachers. The local Department of Education is also in negotiation to include Gamification as an approach that will be utilised and evaluated as a teaching KPI on an annual basis. The activities continue through UNIMAS's Gamification Centre, engaging teachers through events such as the Gamification Seminar, in-school workshops with students on frugal playful STEM, national eco hackathon, and others This demonstrates sustainability in the CreatibeCulture approach that has expanded into various other locally run activities in Malaysia. CreativeCulture continues to impact teacher development in Sarawak, where the team has been involved in various seminars, development events, and also engagement with schools. |
First Year Of Impact | 2021 |
Sector | Education,Environment |
Impact Types | Cultural Societal Policy & public services |
Description | CreativeCulture Gamification approach adopted and adapted by Department of Education (Sarawak, Malaysia) |
Geographic Reach | Local/Municipal/Regional |
Policy Influence Type | Influenced training of practitioners or researchers |
Impact | Over 1000 teachers are already engaged in the training in collaboration with the Department of Education and teacher training colleges. They are also adopting and adapting our approach and implementing their own training of teachers. |
Description | Gamification seminar |
Geographic Reach | Local/Municipal/Regional |
Policy Influence Type | Influenced training of practitioners or researchers |
Impact | IPGKBL has invested n the ACES and CreativeCulture approach after seeing its impact in the community, especially with the upskilling of the teachers. |
URL | https://creativeculture.my/gamification-seminar-2023-humanizing-engineering-towards-better-resilienc... |
Description | Taskforce - Guide to e-Gamification in Teaching and Learning for universities by the Ministry of Higher Education (MoHE/KPT) |
Geographic Reach | National |
Policy Influence Type | Contribution to new or improved professional practice |
Impact | No direct impact yet. The written guideline is currently in the process of being endorsed by MoHE before it can be implemented in universities. |
Description | Towards impacting the practice of teachers in Malaysia |
Geographic Reach | National |
Policy Influence Type | Influenced training of practitioners or researchers |
Impact | Through our social media channel (https://www.facebook.com/creativeculturemy) and our soon-to-launched CreativeCulture Channel on YouTube (https://www.youtube.com/channel/UCjxzKd2vVJ0QtqzTTJ3lahA), we have reached and engaged with more than 12,000 individuals since its inception. We are collecting successful teacher stories, where our influence as a Gamification initiator in Education, has spurred creative efforts among local educators. One example is a teacher from SK Long Sukang, Cikgu Muhammad Nazmi, who created a commercially available set of play cards to teach English to Malaysian primary school students. His story is here: https://www.facebook.com/photo?fbid=795721677666994&set=pcb.795738590998636 |
URL | https://bit.ly/3pjbHlf |
Title | A catalogue of online tools to help teachers to create digital games, using our methodology |
Description | A catalogue of online tools to help teachers to create digital games, using our methodology - Game Design thinking. A blueprint will be published at the end of the project to consolidate all materials and information in one place, and it will be distributed to all teachers in Malaysia through our social media channels. |
Type Of Material | Improvements to research infrastructure |
Year Produced | 2020 |
Provided To Others? | Yes |
Impact | Methods are being used in teacher training and also workshops. |
URL | http://creativeculture.my |
Title | ACES impact pathway- based on onboarding, practice building and consolidation pathway |
Description | A model for pathway to impact based on the engagement phases (ref. Arnab S. (2020)'s Player's and Learner's Journey). This pathway can be used to inform the design of activities with the communities depending on where they are in the process. |
Type Of Material | Improvements to research infrastructure |
Year Produced | 2020 |
Provided To Others? | Yes |
Impact | It has been used to inform programme design for many of the activities under GameChangers, CreativeCulture, and ACES. |
Title | Observational Toolkit questionnaires |
Description | The Observational toolkit questionnaire is a tool that would have an impact on the way local educators, facilitators and parents conduct activities in the school or community. The objective of this questionnaire is to know and understand the observations made by teachers/facilitators/parents and participants/students/children on the activities that they had participated in. |
Type Of Material | Improvements to research infrastructure |
Year Produced | 2022 |
Provided To Others? | Yes |
Impact | The questionnaire has yet to be tested with the teachers or facilitators or students. The questionnaire is included in the ACES Facilitator Toolkit and will also be provided on the CreativeCulture website to be accessed by public. |
Title | PLAY Canvas |
Description | Derived from the PLAY cards created by AP Dr Fitri Suraya and Miss Jane Huo (MSc Learning Science Cohort 10). PLAY canvas is actually another version of a design methodology named Game Design Thinking consisting of 5 steps, empathy, define, ideate, prototype, test. |
Type Of Material | Improvements to research infrastructure |
Year Produced | 2020 |
Provided To Others? | No |
Impact | ? |
Title | Playful Analysis questionnaires |
Description | The Playful Analysis questionnaires were adapted and contextualised to fit the teachers and facilitators in Sarawak, Malaysia. The questionnaire is to understand the targeted participants' experience in participating in activities or events. Through this questionnaire, the team will be able to design fitting future activities for the teachers or facilitators. |
Type Of Material | Improvements to research infrastructure |
Year Produced | 2022 |
Provided To Others? | Yes |
Impact | The questionnaire has yet to be tested with the teachers or facilitators. The questionnaire is included in the ACES Facilitator Toolkit and will also be provided on the CreativeCulture website to be accessed by public. |
Description | Collaboration with Institute of Teachers' Training Batu Lintang [Institut Pendidikan Guru Kampus Batu Lintang (Institut Perguruan Batu Lintang)]. |
Organisation | Institut Pendidikan Guru (IPG) Kampus Batu Lintang |
Country | Malaysia |
Sector | Academic/University |
PI Contribution | Provide training for teachers and trainers on gamification and flipped learning for schools, capability study and questionnaires and analyse the capability and impact survey data. |
Collaborator Contribution | Conduct the capability study with teachers and students, support the training for trainers and teachers with Chumbaka. |
Impact | a) IEEE subsection Sarawak b) The Kalsom Movement - ongoing i) gamification/game design thinking training with the youth trainers from the organization c) Jabatan Pendidikan Sarawak (JPNS) - ongoing i) Teachers training d) Reef Stakes i) Game design thinking - games co-creation e) Institut Pendidikan Guru Kampus Batu Lintang/Teachers training institute i) Teacher training ii) Educational materials (STEM in the bucket) |
Start Year | 2020 |
Description | Collaboration with Teacher Education Institute (Institut Pendidikan Guru Kampus Batu Lintang - IPGKBL) |
Organisation | Institut Pendidikan Guru (IPG) Kampus Batu Lintang |
Country | Malaysia |
Sector | Academic/University |
PI Contribution | We have carried out a series of STEM seminars with IPGKBL |
Collaborator Contribution | The Teacher Education Institute (Institut Pendidikan Guru Kampus Batu Lintang - IPGKBL) has been involved as our partner, whereby they are collaborating with us in promoting a playful approach in the STEM subjects. The Teacher Education Institute (Institut Pendidikan Guru Kampus Batu Lintang - IPGKBL will be engaging teachers and students throughout Malaysia. |
Impact | Events (1) STEM webinar series (2) Experiential Learning through STEMBucket workshop |
Start Year | 2021 |
Description | Collaboration with the Sarawak State Education department |
Organisation | Ministry of Education Malaysia |
Country | Malaysia |
Sector | Public |
PI Contribution | We are working closely with officials at the Sarawak State Education Department. Two officers are officially named as project collaborators in our Research management system. |
Collaborator Contribution | Training activities with teachers from the different schools within the Sarawak State. Through the Education Department, we have conducted a three-day training workshop on Gamification for 60 teachers, who represented 30 districts throughout Sarawak. Synchronously, we also ran sessions on resilience development and SDGs with teachers to consider the inclusion of UN's SDGs in the curriculum as part of the co-hosting of activities with the ESRC ACES project. |
Impact | Data collection on teachers' feedback on the gamification approach. Game ideas from teachers. Plan for continuing engagement as part of case study collection. |
Start Year | 2020 |
Description | Contribution to the development of STEM modules and sessions for the Dual Language Programme workshop series |
Organisation | Ministry of Education Malaysia |
Country | Malaysia |
Sector | Public |
PI Contribution | Contributing towards the development of STEM modules and the sessions for the Dual Language Programme, engaging with 650 year 3 teachers from all districts in Sarawak. |
Collaborator Contribution | Feedback from teachers shows commendable positive results with an increase in knowledge and skills among teachers in STEM education. |
Impact | Teacher development programme |
Start Year | 2022 |
Title | CreativeCulture Play mat and Play Cards |
Description | The CreativeCulture Play cards and Play Mat are used to guide the thinking process and help users to identify, consider and decide each phase of GBL (game-based learning) construction, to match the requirements and needs of their own teaching contexts in a compressed timeframe. These creative and educational products were built and aligned with the inclusion of Arts in Science, Technology, Engineering and Mathematics education (STEAM) and computational thinking. The use of the CreativeCulture Play cards and Play Mat was published under the Creative Commons License. |
IP Reference | |
Protection | Trade Mark |
Year Protection Granted | 2021 |
Licensed | No |
Impact | The set has been disseminated to teachers in all 31 districts in Sarawak and a few schools in West Malaysia. Teachers have used them to create their own gamified lessons and games for learning. We saw a strong interest among STEM teachers, who are keen to introduce creative prompts. We have continued to introduce more game elements to consider, using traditional Malaysian games as inspiration (which has been published as a book). |
Title | PLAY cards for teachers (Online version) |
Description | A deck of cards was designed by the UNIMAS CreativeCulture team to introduce educators to the idea of adopting gamification in learning in their classrooms. The acronym PLAY is derived from the phrases "Pick-Look-Activate-Yield," which stand for the typical processes in lesson planning. It was completed in 2018. The finished online version is now accessible and usable online since 2022. |
Type Of Technology | Webtool/Application |
Year Produced | 2022 |
Impact | Due to the high demand for the PLAY cards, we decided to create an online version that instructors throughout Malaysia could access and use without restriction. |
URL | https://creativeculture.my/ccitems/play-cards-for-gamification/ |
Description | Arts and Homelessness Festival |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Public/other audiences |
Results and Impact | A series of events for the Arts and Homelessness Festival in Oct 21, this included a sleep-out at the Cathedral Ruins, a family fun day the the Methodist Central Hall and at the Belgrade Plaza. Homeless Monopoly is a giant interactive game featuring lived experience of homeless and ex-homeless people in the Coventry area. Playing the game opens your eyes to the many routes into homelessness, the issues faced by those who find themselves in this position and some of the support available in the city. |
Year(s) Of Engagement Activity | 2021 |
Description | Bridging Gamification to Local Schools in Kuching - CSCL Cohort 17 |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | Seventeen students from the Masters in Learning Sciences programme were trained using Design Thinking process to co-create learning games with selected schools. A Play Day was organised at two schools (Maktab Rendah Sains Mara Kuching and Kolej Vokasional Matang) on the 15th of December 2021, where 25 secondary school students got to try out all four games created by their teachers and the Masters' students. Feedbacks were collected via form and interviews. Overall, the games designed by the teachers and MSc Learning Sciences student can engage students in the lesson. Students also commented that the lessons were organised well, had clear learning objectives with appropriate workload when the lessons are presented in a gameful way. |
Year(s) Of Engagement Activity | 2021 |
Description | Climate Change Workshop with Tunku Putra School |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | This workshop employs a gamification approach, using interactive methods to engage and educate students on climate change, fostering active participation and empowering students with practical insights to address environmental challenges. |
Year(s) Of Engagement Activity | 2023 |
Description | Drone Workshop with SK Green Road |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | total of 40 students and 10 teachers actively took part in a hands-on activity where they had the opportunity to assemble and explore drone technology. This practical experience equipped them with valuable skills and insights, fostering a deeper understanding of the fundamentals of drone technology through an engaging and playful approach. |
Year(s) Of Engagement Activity | 2023 |
URL | https://creativeculture.my/drone-kit-workshop-at-sk-green-road/ |
Description | Drone workshop with IPGKBL teachers |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Study participants or study members |
Results and Impact | 31 IPG teachers participated in the specialised learning experience, equipping educators with practical knowledge and skills in drone technology. This hands-on session empowers teachers to integrate drone applications into their teaching, enhancing the educational experience for their students. |
Year(s) Of Engagement Activity | 2023 |
Description | Drone workshop with SK Chung Hua No 5 |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | 40 students participating in the Drone Kit Workshop gain hands-on experience, assembling and exploring drone technology, fostering practical skills and a deeper understanding of this cutting-edge technology for a more knowledgeable community. Attended along to witness the learning are from the ministry of education of Sarawak. |
Year(s) Of Engagement Activity | 2023 |
URL | https://creativeculture.my/diy-drone-kit-workshop/ |
Description | Enhancing learning experiences using gamification at IPGKBL (Teachers' Training College Batu Lintang Campus) |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | It is a workshop aimed at incorporating gamification in English language teaching, enhancing learning experiences through interactive and gamified approaches. Over 50 students from IPGKBL attended the 1 day workshop. |
Year(s) Of Engagement Activity | 2023 |
Description | Formal discussion with the French-Malaysia Embassy on 1. the Hackathon Ocean 2023 2. the Arts and Literature Workshops |
Form Of Engagement Activity | A formal working group, expert panel or dialogue |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Professional Practitioners |
Results and Impact | This collaborative session aims to explore and plan initiatives that intertwine innovation, environmental awareness, and artistic expression in partnership with the embassy. We had a visit from 2 members from the French Embassy in Malaysia to the lab. Two of the activities co-organised were successfully done. |
Year(s) Of Engagement Activity | 2023 |
Description | Game-based learning workshop with PPD Lawas - A virtual workshop hosted by Pejabat Pendidikan Daerah (PPD) Lawas to introduce gamification and game-based learning to teachers in Lawas. |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Professional Practitioners |
Results and Impact | During the 3 day workshop, the playful approach and a tool named Genially , as well as methods in developing lessons to enhance students' learning experience were introduced to the teachers (from schools under Pejabat Pendidikan Daerah - PPD Lawas). The impact of the workshop was that the teachers then created their own educational games using Genially and presented it on the third day of the workshop. |
Year(s) Of Engagement Activity | 2021 |
Description | GameChangerMY Workshop: Co-Creativity & Design Thinking |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | 89 teachers and students attended workshop. Summary of requirements from the workshop are as follow: 1. Each group must provide the learning problem 2. Must mention the ideation process 3. Must propose 3 games (ideas only) - describe the objective and the steps to play the game |
Year(s) Of Engagement Activity | 2022 |
Description | GameChangers MY competition briefing meeting for JPNS and PPDs |
Form Of Engagement Activity | A formal working group, expert panel or dialogue |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Policymakers/politicians |
Results and Impact | A 1-hour meeting briefing with 30 District Education Officers with 3 officers from JPNS on the upcoming GameChangers MY competition. The details of the competition were then shared with District Education Officers where they will distribute it to all schools under their office. The impact of this briefing was the effective dissemination of information to the target recipients (teachers) regardless of their school locations (urban, rural or remote). |
Year(s) Of Engagement Activity | 2022 |
Description | GameChangersMY Workshop: Action Research |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | 79 teachers and students attended the workshop. The workshop was held to introduce teachers with 'Mini Action Research' on how they going to report their findings throughout the Game Design and Co-Creativity that they are going to do with their students at their schools. The speaker also shared a template for the teachers to guide them in writing the report. |
Year(s) Of Engagement Activity | 2022 |
Description | Gamification Centre Open Day |
Form Of Engagement Activity | Participation in an open day or visit at my research institution |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | More than 50 participants, including faculty members and university management, and students from a couple of schools, visited the centre to gain insights into the work of ACES and CreativeCulture. The focus was on understanding how gamified approaches are leveraged in education. |
Year(s) Of Engagement Activity | 2023 |
Description | Gamification Seminar 2022 - Festival of TREES |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Regional |
Primary Audience | Schools |
Results and Impact | This is the fifth annual seminar to be held. This year's speakers come from a variety of backgrounds, including international and local researchers, collaborators, educators, and practitioners. They presented engaging learning strategies centred on climate change and sustainability issues and shared their insights into how to inspire students to learn. Date of the seminar: 7th December 2022 People reached: 150 educationalists, 7 speakers, 52 exhibitors |
Year(s) Of Engagement Activity | 2022 |
Description | Gamification Seminar 2023 |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Regional |
Primary Audience | Schools |
Results and Impact | The Gamification Seminar 2023 investigates the potential transformation of engineering education into a sustainable and resilient model through gamification and game-based learning. The seminar attracted 60 participants, with all three workshops reaching full capacity: (i) "STEMulate Minds: Levelling Up Learning with AI and Gamification," (ii) "Essential Guide to 3D Printing," and (iii) "Building Key Engagement for Aquawatch Mission in Sarawak." |
Year(s) Of Engagement Activity | 2023 |
URL | https://creativeculture.my/gamification-seminar-2023-humanizing-engineering-towards-better-resilienc... |
Description | Gamification Workshop for 21st Century Educators for SK Ong Tiang Swee (Primary School) |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | Slightly 30 teachers attended the 5 hours workshop. The content was focused on using playful learning approach to teaching STEM subjects. |
Year(s) Of Engagement Activity | 2022 |
Description | Gamification and STEMBucket Workshop |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | This workshop emphasises gamification using Malaysian traditional games in teaching and learning, as well as experiential learning using activities in the STEMBucket module, in partnership with the teachers' training college's Batu Lintang campus. The programme was attended by about 30 young teacher trainees. Impact/outcome: The course gives teachers the tools they need to incorporate gamification into their lesson plans and builds their confidence in their ability to use game-based learning and gamification to create more engaging and effective learning experiences for their students. |
Year(s) Of Engagement Activity | 2022 |
Description | Gamification and STEMBucket sessions at the Dual Language Program (DLP) Sarawak Program Workshop |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Schools |
Results and Impact | The workshop, which was organised by the teachers' training college's Batu Lintang campus in collaboration with the Sarawak State Education Department, drew more than 660 educators from the Sarawak state. The workshops were conducted in 6 major cities. We received two invitations to conduct STEM and gamification seminars for the teacher. Impact and results: The teachers are ready to adapt playful and frugal approach in their teaching STEM strategies to meet the demands of their students right now, and they value gamification training. |
Year(s) Of Engagement Activity | 2022 |
Description | Gamification seminar 2020 webinar: Rising strong through playful learning |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Regional |
Primary Audience | Schools |
Results and Impact | 152 educators and education enthusiast has taken part in the webinar on empowering educators in facing challenges in pandemic time, gameful learning experience sharing from children and also, workshop on robotics. Participants were expected to get ideas on gamification from educators with gameful learning experiences |
Year(s) Of Engagement Activity | 2020 |
Description | Gamification seminar 2021 webinar: Transdisciplinary Trends in Playful Learning - The seminar featured speakers with diverse backgrounds to share and discuss their experiences and ideas in motivating students in learning |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Professional Practitioners |
Results and Impact | A 1-day seminar where the participants were exposed to ideas and tools in enhancing students' learning experiences. The seminar presented 3 keynote speakers, 5 featured talk speakers and 2-panel sessions with diverse backgrounds from around Malaysia focusing on education. Also, the seminar also presented showcases of works from lecturers (from the Faculty of Computer Science and Information Technology, UNIMAS) and also students (from UNIMAS' Masters in Learning Sciences programme) who have collaborated to design learning games for undergraduates and also, secondary school students. A launch on the STEMBucket box was also conducted in the seminar to introduce the STEMBucket box and activities to all GS2021 participants. The feedback from participants was positive, such as: "I found this seminar really helpful. One of the most enjoyable and informative seminars I have ever attended. Thank you for organising and a very special thanks to the great speaker" - Participant A "This is the first time I've joined the seminar. The seminar was so great and I've got so many input and new ideas to apply gamification in my teaching. I hope there will be a massive advertisement and promotion about the seminar. Maybe can include the speaker from pre-university institution or matriculation college also" - Participant B. One of the impacts of the seminar was, one of the invited speakers has participated in the Gamification Seminar 2020 and have since used the gamification approach in her classroom. |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.youtube.com/watch?v=jzLAAeLcUTY&list=PL6qPR3YBIkzyKQNAvEsrBHHFuWe71FrLK |
Description | Gamifying Linguistics |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Undergraduate students |
Results and Impact | Cognitive Sciences students who were enrolled in the Introduction to Linguistics Analysis course at the Faculty of Cognitive Sciences and Human Development were introduced to Gamification through one of their course assignments. They developed games which focused on Linguistics topics. Each team comprised of 3-4 persons. A Linguistics Play Day was organised on the 15th of June 2022 at the faculty to enable students to showcase their work to other students and lecturers from other programmes. The 3-hour Play Day session was successfully conducted, and the students gave high positive feedback about the benefits they earned through the gamification process. |
Year(s) Of Engagement Activity | 2022 |
Description | Gamifying STEAM |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Regional |
Primary Audience | Professional Practitioners |
Results and Impact | Eight participants have been empowered to elevate STEAM teaching through the integration of playful and gameful concepts, nurturing lifelong learning and encouraging creativity in 21st-century education. Subsequently, these teachers devised and presented their own educational games utilizing Genially, traditional games, and table-top games. |
Year(s) Of Engagement Activity | 2023 |
Description | Hackathon: The Climate Change - Maker Challenge |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Undergraduate students |
Results and Impact | The ACES project's hackathon attracted more than 50 undergraduate students from several faculties at UNIMAS. During a 5-day Global Challenge competition to develop game-changing solutions to tackle climate change in a coastal village, the hackathon served as a mentorship and coaching programme. To identify challenges and problems related to climate change and their financial situation, the students were taken to Pasir Pandak to visit, observe, and interview local individuals. Impact/outcomes: Shared about impacts of climate change towards the community and issues faced by locals due to climate changes. Participants also co-created interventions and solutions according to their values. |
Year(s) Of Engagement Activity | 2022 |
Description | International Women in Engineering/STEM Day: Dream. Experiment. Inspire - A casual virtual sharing of experiences of the women team members that are working in the STEM field in conjunction to the International Women in Engineering Day |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Public/other audiences |
Results and Impact | Three women from the ACES team shared their experience in pursuing Science and Maths from schools to their jobs. The outcome of the sharing was to encourage and motivate girls to pursue STEM. |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.facebook.com/creativeculturemy/videos/495575735109602 |
Description | Interview by Universitat Oberta Catalonia (UOC) Barcelona |
Form Of Engagement Activity | A press release, press conference or response to a media enquiry/interview |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Schools |
Results and Impact | An interview with Sylvester on teachers, co-creativity, and playful resources. |
Year(s) Of Engagement Activity | 2020 |
URL | https://www.uoc.edu/portal/en/news/entrevistes/2020/055-sylvester-arnab.html |
Description | Interview on ProfessorGame Podcast |
Form Of Engagement Activity | A broadcast e.g. TV/radio/film/podcast (other than news/press) |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Industry/Business |
Results and Impact | Sylvester was interviewed on the ProfessorGame podcast (second interview), where Sylvester talked about his new book and also the connection with GameChangers, ACES and CreativeCulture initiatives that have produced international impact. (top 10 of average podcast download rate) |
Year(s) Of Engagement Activity | 2020 |
URL | https://www.professorgame.com/podcast/139/ |
Description | Introduction to ACES project |
Form Of Engagement Activity | A press release, press conference or response to a media enquiry/interview |
Part Of Official Scheme? | No |
Geographic Reach | Regional |
Primary Audience | Public/other audiences |
Results and Impact | To introduce to ACES project and the team. |
Year(s) Of Engagement Activity | 2020 |
URL | https://suarasarawak.my/2020/06/unimas-kaji-kaedah-bina-ketahanan-sosial/ |
Description | Junior Innovate 2023 completion by Chumbaka |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Schools |
Results and Impact | unior Innovate, a competition aimed at cultivating a digital creator mindset and instilling crucial life skills in primary school students, is geared towards preparing them for future employment opportunities. The event drew 280 participants, including students, teachers, parents, and visitors, with 95 teams showcasing their innovations. Chumbaka and the Gamification Centre have been in collaboration since 2021, and their partnership involves training school teachers in the utilization of gamification and technology. News reports: (1) https://ukas.sarawak.gov.my/2023/09/24/164-murid-sertai-program-junior-innovate-2023-zon-selatan/ (2) https://www.utusanborneo.com.my/2023/09/24/164-murid-sekolah-sertai-program-junior-innovate-2023 (3) https://suarasarawak.my/kuasai-kemahiran-terkini-untuk-keperluan-pekerjaan/ |
Year(s) Of Engagement Activity | 2023 |
URL | https://www.newsarawaktribune.com.my/public-private-collaboration-crucial-for-digital-skills/ |
Description | Junior Innovate Train-The-Teachers Workshop on Gamification |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Regional |
Primary Audience | Schools |
Results and Impact | The 2-day Train the Teacher event had over 100 participants, mostly teachers and Chumbaka organisers. To bring gamification and game-based learning to instructors, we collaborated on a session with Chumbaka. The ability of the teachers to include gamification into their lesson plans has a positive impact. The course also improves the instructors' knowledge, abilities, and confidence in applying gamification and game-based learning to provide their students with more interesting and effective learning opportunities. |
Year(s) Of Engagement Activity | 2022 |
Description | Keynote at Gamilearn 2020 |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Professional Practitioners |
Results and Impact | Sylvester (ACES PI) keynoted at Gamilearn 2020, focusing on Playful and Gameful education. Sylvester specifically focused on teachers as game designers for educational purposes drawing from GameChangers, ACES and CreativeCulture. |
Year(s) Of Engagement Activity | 2020 |
URL | https://gamilearn.webs.ull.es/speakers/ |
Description | Keynote at the Joint Conference in Serious Games, Staffordshire, UK |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Professional Practitioners |
Results and Impact | Sylvester (ACES PI) keynoted at the event focusing on empathic experiential design of purposeful games and gameplay. Gamechangers, CreativeCulture and ACES were showcased as examples of how we can empathically design playful experiences for achieving serious outcomes. |
Year(s) Of Engagement Activity | 2020 |
URL | https://www.staffs.ac.uk/events/joint-conference-on-serious-games/keynote-speakers |
Description | Lord Mayor's Peace Committee - Peace Festival |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | For the Lord Mayor's Peace Committee, we attended the Peace Festival to showcase our giant game. Homeless Monopoly is a giant interactive game featuring lived experience of homeless and ex-homeless people in the Coventry area. Playing the game opens your eyes to the many routes into homelessness, the issues faced by those who find themselves in this position and some of the support available in the city. |
Year(s) Of Engagement Activity | 2021 |
Description | Malaria Awareness Day, Focus Group Data collection and and Gamified Workshop at Kapit |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Public/other audiences |
Results and Impact | Over 50 communities and medical practitioners participated in the event, and about 30 women participated in the focus group. Location: Manok Manchal LongHouse Kapit. It is a program that aims to empower the member of the local community to protect their communities against zoonotic malaria. Playful and gamification strategies were used for community awareness. |
Year(s) Of Engagement Activity | 2023 |
URL | https://creativeculture.my/engaging-the-community-a-playful-approach-to-malaria-awareness-and-preven... |
Description | Malaria Awareness and Intervention Gamified Approach at Kapit Longhouse |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Public/other audiences |
Results and Impact | It is an initiative focuses on raising awareness about malaria in the Kapit region. This program aims to educate and engage the community in efforts to prevent and combat malaria through informative campaigns and outreach activities for future activities. |
Year(s) Of Engagement Activity | 2023 |
Description | Meeting with Pejabat Pendidikan Daerah (PPD) Daro |
Form Of Engagement Activity | A formal working group, expert panel or dialogue |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | 724 and 1224 viewers for both panel sessions. |
Year(s) Of Engagement Activity | 2021 |
Description | Meeting with Pejabat Pendidikan Daerah (PPD) Lawas |
Form Of Engagement Activity | A formal working group, expert panel or dialogue |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | The PPD Lawas expressed their interest in collaborating with the team in conducting game based learning workshops (which have been conducted) with teachers under the PPD. |
Year(s) Of Engagement Activity | 2021 |
Description | Meeting with the Deputy Director and key officers of Jabatan Pendidikan Sarawak (JPNS) |
Form Of Engagement Activity | A formal working group, expert panel or dialogue |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Policymakers/politicians |
Results and Impact | The team had a two hour meeting with officers from the Learning Sector/Sektor Pembelajaran (SPb) of the Jabatan Pendidikan Sarawak (JPNS). The meeting was on the upcoming GameChangersMY competition (a gamification competition) where JPNS will work together in sharing information regarding the competition to all teachers across Sarawak. The competition will take place in 2022 to promote a playful approach to STEM subjects and act as a platform for creative teachers to design their own playful and meaningful STEM learning experience for their students. The officers have suggested the team to have a briefing about the competition with district education officers. Impact - Gamification for teaching and learning policy was proposed by Dr Les Mit (Deputy Director). |
Year(s) Of Engagement Activity | 2021 |
Description | Meetings with Institut Pendidikan Guru Kampus Batu Lintang (IPGKBL) |
Form Of Engagement Activity | A formal working group, expert panel or dialogue |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Policymakers/politicians |
Results and Impact | Numerous meetings discussing future collaborations on gamification and STEM. This partnership has organised numerous workshops and webinars together, including the STEM Webinar series. We have been approached for further collaboration with the National STEM schools in west Malaysia and will be expanding the gamification approach to over 600 schools in the whole of Sarawak. |
Year(s) Of Engagement Activity | 2021 |
Description | Ocean Hackathon Malaysia |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Undergraduate students |
Results and Impact | The event is a 48-hour event that brings together experts from different fields to develop innovative solutions to real-world problems related to the ocean. Participants collaborate in a multidisciplinary team to develop a prototype leveraging digital data related to the sea to address one of the ten exciting challenges. It is a unique opportunity for designers, developers, machine-learning specialists, illustrators, entrepreneurs, environmental activists, and other experts to contribute to the future of the planet's marine ecosystems by addressing the real-world challenges faced by the ocean and its users. Three challenges were submitted by us, and three teams of students who accepted them constructed three innovations, one of which being a card game about climate change. |
Year(s) Of Engagement Activity | 2022 |
Description | Online workshop on Gamification |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Schools |
Results and Impact | We conducted an online workshop on Gamification in Dec 2020, and 180 teachers and educators signed up. It was held as part of a STEM Conference and was carried out virtually. |
Year(s) Of Engagement Activity | 2020 |
URL | https://bit.ly/3jAZhnq |
Description | Pendidikan Abad Ke-21 (PAK) workshop collaboration with Jabatan Pendidikan Negeri Sarawak (JPNS) |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Regional |
Primary Audience | Schools |
Results and Impact | Revisited Flip classroom with the teachers and action plan on the first day of the workshop to ensure the teachers are able to recall their prior knowledge on the subject as requested by the JPNS. Social resilience and SDG workshop with 31 secondary school teachers and gamification workshop with 31 primary school teachers in Sarawak on the 2nd day and reflection session on the last day of the workshop. Social resilience workshop addressing internal and external factors that affect the teaching and learning process, and ways to solve or reduce the factors influence Introduced SDGs to the teachers Gamification workshop Introduced game design thinking/play approach to the teachers The teachers has produced 6 games (Lucky Bid, Dilemma Kekata, Catapult War, Monoplus, Jejak Adjektif, Lompat dan Kira) |
Year(s) Of Engagement Activity | 2020 |
Description | Playful Design Thinking towards Sustainability and Innovation Goals |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Professional Practitioners |
Results and Impact | We ran an online workshop for two days in October 2021, to introduce how to use a playful approach to construct research inquiry which relate to Sustainable Development Goals. The event was hosted by UNIMAS Sustainability Centre. More than 100 academics attended our full-day workshop on both days. |
Year(s) Of Engagement Activity | 2021 |
URL | https://wakelet.com/wake/eGM6lBICF8EDIFJGoy_xL |
Description | Playful STEM Robotic Workshop for Robotic Club ICT of SK Lumba Kuda |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | 27 Students and 5 teachers participated in the activity. They developed creative problem-solving skills, fostering a deeper interest in robotics and computational thinking. |
Year(s) Of Engagement Activity | 2023 |
URL | https://creativeculture.my/playful-stem-robotics/ |
Description | Playful workshop on generative AI for education with Earlsdon Primary School and Stivichall Primary School UK |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | The workshop is titled 'Demystifying Generative AI in Education'. The workshop description: As educators, we constantly seek innovative ways to enhance our teaching methods and engage our students. Today, we are stepping into a realm that promises to transform how we teach and learn. Artificial Intelligence, or AI, is not just a buzzword; it's a powerful tool that can make our classrooms more dynamic, inclusive, and effective. Imagine a world where AI assists in personalising learning experiences for each student, provides real-time feedback, and frees up more time for us to focus on what we love most - teaching and nurturing our students. This introduction is designed for those who are completely new to AI. We will demystify this technology, showing you how it can be a friendly assistant in your teaching toolkit. You will discover practical ways to integrate AI into your lessons, making learning more interactive and engaging. |
Year(s) Of Engagement Activity | 2024 |
Description | Presentations at the IEEE R10 Humanitarian Technology Conference |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Professional Practitioners |
Results and Impact | We presented at IEEE R10 Humanitarian Technology Conference on 1st-3rd December 2020, virtually. The team presented two papers at the conference, and both papers are published in its proceedings. |
Year(s) Of Engagement Activity | 2020 |
URL | https://r10htc2020.org/ |
Description | Professionalism Practice Workshop for Final Year Students of IPGKBL on HOT |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Study participants or study members |
Results and Impact | About 40 students participated in the a team activity of Higher Order Thinking Skills (HOTS) creative thinking and writing. |
Year(s) Of Engagement Activity | 2023 |
URL | https://creativeculture.my/bengkel-amalan-profesionalisme-permulaan-bagi-pelajar-tahun-akhir-institu... |
Description | Remix Play 4 Un-Webinar: Play for Educational Change - A webinar highlighting existing educational projects around the world that share four common strands; playfulness, inclusive and equitable education, social change and community orientation. |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Public/other audiences |
Results and Impact | Unwebinar series, where case studies from 10 countries were showcased, featuring playful intervention for social and educational change. This includes The 3 1-hour un-webinars session in three time zones featured the team approach to initiate, challenge and impact of playful learning towards teaching and learning experience, and shared stories of experienced educators in their efforts to reach out to their students and colleagues during the Movement Control Order (MCO) due to COVID-19 pandemic. The outcome of the un-webinar was that a set of Remixing Play flashcards was given to the active participants. |
Year(s) Of Engagement Activity | 2021 |
URL | https://gchangers.org/event/remix-play-4/ |
Description | Research Open Day |
Form Of Engagement Activity | Participation in an open day or visit at my research institution |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | On the Research Open Day, the myCapsule Space received over 100 visitors. A room of escape was created as a feature of the exploratory learning. |
Year(s) Of Engagement Activity | 2022 |
Description | STEM Gamification Workshop in SJK(C) Chung Hua No.5 Kuching |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | The workshop session was conducted, wherein the students were tasked with creating a catapult and a bridge, utilising a limited set of materials provided to them. There were 60 students, and 10 teachers including those from the Department of Education. Impact/outcome: The workshop offers a holistic learning experience to the students, combining both theoretical and practical aspects. In addition to gaining knowledge in STEM, the participants also acquire crucial skills such as teamwork, time management, and cooperation that are essential in navigating day-to-day challenges. Furthermore, the hands-on approach of creating items from the given materials fosters a sense of creativity and problem-solving ability among the students. |
Year(s) Of Engagement Activity | 2022 |
URL | https://www.pressreader.com/malaysia/the-borneo-post/20221205/281883007368569 |
Description | STEM Webinar Series |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Professional Practitioners |
Results and Impact | The webinars were conducted on 27th May, 8th and 22nd June with the aim to introduce current ideas and trends in the STEM field. It offers opportunities for participants to reflect and re-examine their roles and pedagogical approaches in alignment with the development of the National STEM education scene. The STEM Webinars were attended by over 2000 participants including participants from Bangkok. The participants included students, educators, researchers, and professionals from various STEM fields. The feedback received from the participants of the STEM webinars were overwhelmingly positive. Many participants found the webinars to be informative and engaging, and appreciated the opportunity to interact with experts and network with peers in STEM fields. |
Year(s) Of Engagement Activity | 2021 |
Description | STEM Webinar in collaboration with SJK(T) LADANG VALLAMBROSA, IPGK BATU LINTANG,UNIVERSITI TENAGA NASIONAL, UNIMAS, and all SJKT DAERAH KLANG DENGAN KERJASAMA PPD DAERAH KLANG |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Schools |
Results and Impact | The 1 hour talk was on playful and gameful teaching and learning for informal and formal classroom settings using the STEMBucket and the Gamifying of learning using traditional games contents. Twenty schools have requested for the STEMBucket and Traditional Book activity books. |
Year(s) Of Engagement Activity | 2021 |
Description | STEM Webinar series in collaboration with Institut Pendidikan Guru (IPG) Kampus Batu Lintang, Sarawak - A series of 3 webinars on aspects and ideas on STEM education was conducted with a number of speakers, and each of the webinars was broadcasted through the CreativeCulture YouTube channel and CreativeCulture Facebook page after the event. |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Professional Practitioners |
Results and Impact | A total of 6 hours webinars, with an accumulated total of 7,279 registrations; 2,630 registrations for series, 3,719 registrations for series 2 and 930 registrations for series 3. The webinars discussed issues and approaches in the STEM field and also tools that can be used by educationists in enhancing their/students' learning experiences. The speakers of the webinars consisted of ACES research members, lecturers from local universities (Universiti Tenaga Nasional) and also teachers from all around Malaysia. The feedback from the participants were positive - such as: "Your webinar is always great and exciting, make me have more ideas in helping other teachers in my school" - Teacher A "So far it is very good. Hopefully the organizer will organise more STEM webinars about the application of STEM in our daily life and new technologies in education to make STEM fun learning. Also the demand of the working industries " - Teacher B. The outcome of the workshop |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.youtube.com/watch?v=YCig_3SEg4M&list=PL6qPR3YBIkzxv2aXk59PzUILbu0GBL5pX |
Description | STEM in the bucket |
Form Of Engagement Activity | A formal working group, expert panel or dialogue |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Professional Practitioners |
Results and Impact | Compilation of suggested activities and materials in a box for the teachers to use for teaching and learning process especially in rural areas. Expected to provide a box to a few schools in rural areas. The boxes are expected to provide a source for the teachers to create gameful learning experience in their classroom. |
Year(s) Of Engagement Activity | 2020,2021 |
Description | STEMBucket Activity at SK Ba'kelalan |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | Twenty-seven students and six teachers engaged in a two-day interactive session, delving into STEM concepts through the STEMBucket program under the ACES project. Activities included building paper bridges, constructing catapults, and assembling drone kits. This hands-on experience was designed to cultivate creativity and practical skills within an interactive learning environment. |
Year(s) Of Engagement Activity | 2023 |
Description | STEMBucket programme with SMK Secret Heart |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Regional |
Primary Audience | Schools |
Results and Impact | Twenty-nine students and three teachers took part in a workshop centered around drones, offering an interactive session where students not only grasp the theoretical aspects of drone technology but also acquire hands-on experience in flying drones. |
Year(s) Of Engagement Activity | 2023 |
Description | Sejahtera Asia x Sarawak Decides, 10 December 2021: Seminar Gamifikasi ke-4, 'Transdisciplinary Trends in Playful Learning - TV Sarawak(TVS) interview - Media interview, press release, press conference or other response to a media enquiry. Personal invitation to be interviewed on National Sarawak TV (TVS). |
Form Of Engagement Activity | A press release, press conference or response to a media enquiry/interview |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Policymakers/politicians |
Results and Impact | The impact of the previous interview on the PlayLabGc bus, a 30 minutes interview session with the Chair of the seminar, Leonard Lim, to promote the Gamification Seminar 2021 by the local television channel. The aim of the interview is to introduce the gamification seminar and the importance of playful learning approaches in education to a wider audience. A short question and answer session with the TV presenter further discussed the importance of 21st century skills and how through playful approach, the skills can be sharpened. |
Year(s) Of Engagement Activity | 2021 |
URL | https://ne-np.facebook.com/tvstvmy/videos/langsung-sejahtera-asia-x-sarawak-decides-10-december-2021... |
Description | Siri Latihan Pembangunan Profesionalisma (LPP) STEM Webinar - Organised by IPGKBL, SMK Sri Matang Kuching, UNITEN (Partners: SJKT Nilai, SJKT Dengkil, SJKT Taman Permata Dengkil, SJKT Batang Rabit Telok Intan). The workshop is a continuous professional development training programme for teachers, particularly in STEM. |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Professional Practitioners |
Results and Impact | Leonard was invited to speak at the event, where the title of his talk was on Experiential Learning through STEMBucket. The talk described the STEMBucket product and how it is beneficial for teaching and learning in schools. It was a 1-hour workshop, and the speaker introduced the playful approach to learning. The participants were then introduced to the STEMBucket components which are the activity book journal and activity challenge cards. The teachers then participated in the STEMBucket challenge card activity where they chose one out of 30 activities. The feedback from the participants was positive- such as: "I love to do new things with my friends" - Participant C "Experienced good teamwork and motivation to accomplish the task" - Participant D. The outcome of the workshop was participants able to experience a playful approach in learning through the designing their own catapult activity using materials that are easily found around their home. |
Year(s) Of Engagement Activity | 2021 |
Description | Teacher Training on Gamification |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Regional |
Primary Audience | Schools |
Results and Impact | We have conducted a three-day training workshop on Gamification for 60 teachers, who represented 30 districts throughout Sarawak. The workshop was held on 2nd to 4th September 2020. The workshop also included activities on SDGs and the curriculum in association with the ESRC ACES project for developing resilience through playful learning |
Year(s) Of Engagement Activity | 2020 |
URL | https://bit.ly/3jCxe77 |
Description | Training of Teachers, Young Innovates with Chumbaka for Southern Sarawak |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Regional |
Primary Audience | Schools |
Results and Impact | A specialized program designed to equip 45 educators from Southern Sarwak with innovative teaching techniques from Chumbaka, fostering creativity and technological skills among students. This training initiative empowers teachers to inspire the next generation of innovators through hands-on and engaging learning experiences. |
Year(s) Of Engagement Activity | 2023 |
Description | Training of Trainers with Exploria |
Form Of Engagement Activity | A formal working group, expert panel or dialogue |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Professional Practitioners |
Results and Impact | Eight participants gain expertise and hands-on knowledge in specialised train the trainer training sessions, empowering them to effectively lead informative and engaging drone workshops and contribute to a more knowledgeable |
Year(s) Of Engagement Activity | 2023 |
Description | Using Gamification to Engage Higher-Order Thinking Skills at SMK St Mary |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Schools |
Results and Impact | Twenty teachers took part in a workshop that focussed on utilising gamification techniques to stimulate higher-order thinking skills and foster critical thinking in educational settings. The workshop culminated in the development and presentation of their gamified approaches for teaching students. |
Year(s) Of Engagement Activity | 2023 |
URL | https://creativeculture.my/using-gamification-to-foster-higher-order-thinking-skills/ |
Description | Visit from schools at Song and Kanowit |
Form Of Engagement Activity | Participation in an open day or visit at my research institution |
Part Of Official Scheme? | No |
Geographic Reach | Regional |
Primary Audience | Schools |
Results and Impact | The Gamification Centre welcomed a visit from SMK Katibas in Song, represented by a group of 19 students and 3 teachers. Additionally, SK Ng Lipus in Kanowit brought a delegation of 17 students, 5 teachers, and 22 parents, expressing their interest in learning more about the STEM and gamification initiatives conducted at the center. |
Year(s) Of Engagement Activity | 2023 |
URL | https://creativeculture.my/school-visit-to-gamification-centre/ |
Description | Youthopia - engaging with youths from coastal villages in Kuching |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Other audiences |
Results and Impact | This engagement is a spin-off activity informed by ACES. Led by Luca Morini - our researcher in ACES and part-funded by Coventry University, collaborated with UNIMAS, Malaysia and University of Sao Paulo, Brazil. This Youthopia activity aims to use playful systems thinking for engaging youth with topics related to climate change. 20 youths were engaged in Malaysia, coordinated by Prof Fitri Muhamad, ACES co-I in Malaysia. |
Year(s) Of Engagement Activity | 2024 |
URL | https://www.facebook.com/share/DoR2NhF4DJRuG6SD/? |