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


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.


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Anuar N (2020) Contextualising Computational Thinking: A Case Study in Remote Rural Sarawak Borneo in International Journal of Learning, Teaching and Educational Research