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.
 
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 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 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 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 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. 
 
Description We are exploring the barriers and opportunities for the application of gamification in education in the Sarawak State in Malaysia. Engaging with teachers from the various districts in Sarawak and also with the State Department of Education, we acknowledge the motivation for improving and enhancing teaching and learning. The approach was however top-down in the beginning as the strategy was to ensure that we collaborate with the Ministry of Education. Teachers whom we have engaged with are invested in their teaching practices. They however voiced concerns over the balancing of the national requirements for the curriculum and the much-needed freedom to explore new ways for improving their practices without risking students' performance.

The CreativeCulture approach champions empathic co-creation for promoting the sense of ownership, agency and autonomy in teacher upskilling and life-long learning. The sessions we have run (physical and online) proved to be beneficial to the onboarding of teachers and the department of education into new ways for encouraging creative and innovative teaching and learning.

The pandemic presents challenges in terms of physical engagement with movement restrictions (MCO) imposed in Malaysia. The Covid-19 pandemic has certainly disrupted the original plans for the project. We have had to scale down the physical interactions in the project, carrying out our engagement and investigations online. The central hub for project communication is online, and recorded, to ensure all tasks are carried out efficiently. The biggest drawback is the inability to conduct physical meetings and workshops with team members and teachers (who are the target group for the project).

The limitations posed by the pandemic has required us as a team to be more agile and innovative in the way we respond to the barriers. The creation of CreativeCulture TV (youtube channel with engaging contents) aims to exploit the current trends in online engagement and micro-learning approaches for providing small bursts of learning content. The pedagogical concerns during the lockdown and school closures nationwide have centred on students' disconnect, content knowledge-wise, and learning participation-wise. By engaging and onboarding teachers in our online workshops and webinars, we are hoping to create a community of teachers who could engage in the dialogues around the use of games and play in education, as a strategy to (re)motivate students to learn and be involved in their learning journey. We have also conducted various online workshops (also as part of existing programmes organised by the departments of education and teacher training colleges), to share theoretical and practical ideas related to gamified learning approach.

During the early stage of the movement restriction in Malaysia, teachers were forced to shift to an online teaching mode almost overnight. Traditional approach of teaching and learning face-to-face continues but it was done online at a very novice level use of technologies. In many situations and areas where Internet connection is not available at its maximum capacity, most students are deprived from appropriate learning support. In the next waves of COVID-19, schools were closed again. In less than a year, the closing of schools during the pandemic has caused wide-scale problems and gaps inequity in the education system. The abrupt shift to online learning has been challenging for teachers, students, and parents.

There are still some efforts initiated by teachers in Sarawak to ensure continuous support for students' learning and development. Most of the support are still done physically on an individual basis whereby teachers would travel to students to pass, collect and/or mark homework and assessments. There are also teachers who have started online flipped learning by using free and existing tools and applications. They have also noticed that even with a simple gamified learning approach, students' attention and engagement in online learning could be better sustained. However, when students got used to the approach, they lost interest quite quickly too; due to the novelty factor, demonstrating the need for a more embedded, contextualised, and pedagogically informed intervention/programme.

The need for upskilling and training of teachers is greater and highly desirable, especially during the pandemic. To reduce the equality and equity gaps, the CreativeCulture team together with the leading team from the local ministry of education have composed and improved strategies to sustain and to ensure teachers are fully prepared for Gamification in Learning for both online and physical didactics to ensure equality and equity in post-pandemic education system. These include (i) creating accessible materials (ii) choosing adequate technologies and space (iii) record content, video, and audio (iv) instil equity values in designing learning experience (v) understand students' journey and need. In the project, we are engaging teachers with the co-creative approach for continuously updating the way teaching and learning are facilitated and delivered. Pedagogy informed approaches have underpinned the way gamified learning is designed and delivered.

We are also collecting success stories from teachers who are currently adapting and adopting our gamification approach to inspire other teachers. We are also running webinars - such as the recent Gamification Seminar where teachers and learners were showcased in short 10-20 minutes talks. The team has recently (2021) engaged with nearly 400 teachers online through the peer-to-peer online support, which will be followed up for identifying case studies. Schools are physically re-opening in April 2022 - therefore strategy and planning are still ongoing with the Department of Education for access to the schools during the case study implementation stage of the project.

The following strategy has been implemented and is ongoing: (1) creating mini studios that would enable the (2) production of videos about Gamification in Learning, to help (3) teachers create learning games that fit their needs. We have begun to (4) roll out CreativeCulture TV as a YouTube Channel for teachers to learn about Gamification in Learning and (5) website or online storage for content. We have created a (6) CreativeCulture Ambassador Scheme, where local champion teachers have been approached to help get the buy-in and onboard other teachers to try to use Gamification in their own teaching practices. And finally, (7) a CreativeCulture Gamification blueprint to be produced that includes the inclusive, equality, and equity in education leading to STEM and 21st century skills citizens .

The development of Gamification Blueprint is built on top of the previous CreativeCulture: A Blueprint for Remixing Play for Classroom Learning. We have already gone through the Malaysian STEM Education Policy and STEM Blueprint to identify the gaps and commonalities with the Gamification. One of the identified gaps is the lack of engagement and motivation elements in current STEM teaching and learning approach in the current STEM Blueprint. This gap will be addressed by systematically map the Gamification elements into the blueprint.

Through the many dialogues with educators on online platforms throughout the pandemic, it is clear that teachers appreciate new ideas and tips to spark interest and motivation in the lessons they create. The team has started working on a guidebook for teachers to use Traditional Malaysian Games as a basis for creating gamified teaching. The book is mapped to the National Curriculum, to ease referencing and further expansion of ideas.

A statewide competition is also underway, to open opportunities for teachers to showcase their teaching practices and products using Gamification as their main approach. Focus is given on STEM subjects at both primary and secondary school levels. Shortlisted competitors are required to demonstrate the use of action research in their practice and products.
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. 10 case studies to be further 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 organises a Gamification competition for teachers to showcase their teaching practices and products, while integrating action research as a core to their innovative teaching. Department of Education is also in negotiation to include Gamification as an approach which will be utilised and evaluated as a teaching KPI on an annual basis.
First Year Of Impact 2020
Sector Education
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 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 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 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 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 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 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 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 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 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 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 Local
Primary Audience Public/other audiences
Results and Impact The 1-hour un-webinar 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://www.youtube.com/watch?v=pJ2DSUFUfG8&list=PL6qPR3YBIkzwKwuWGod_NM4XaspF4QTBG
 
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 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