A Community-Centred Educational Model for developing Social Resilience (ACES): Playfulness towards an inclusive, safe and resilient society

Lead Research Organisation: Coventry University
Department Name: Ctr for Post Digital Cultures

Abstract

ACES will investigate and establish a transformative educational model for bridging formal and informal educational contexts via playful and participatory methodology towards a more inclusive, safe and resilient society that will empower young people to flourish despite their social localities. ACES will investigate the role of education in mobilising young people towards achieving Sustainable Development Goals (SDGs), taking into account the impact of wellbeing (SDG3), gender (SDG5) and poverty (SDG1) on education (SDG4) and vice-versa in Malaysia, Indonesia and Vietnam. ACES will focus on building resilient communities of young people in rural areas or deprived sections of urban communities through education. Young people refers to those in primary and secondary education. ACES will engage teachers and local community groups in the co-creation and ownership of the educational process, fostering an empowering and agentic practice when it comes to marginalised contexts - to motivate, ground and, most importantly, localise the intervention. The upskilling of teachers is considered as one of the most effective and direct means of achieving all of the SDG4 targets.

The effects of quality education are linked to improved development outcomes. In all three countries, access to inclusive and equitable quality education is an impending issue; however, the causes, scope and severity vary from one country to another. In Indonesia, the dominance of political, corporate and bureaucratic elites affects the provision of quality education. In Vietnam, its education system struggles to provide access and quality, although since 2008, its government allocates 20% of its national budget to improve education throughout the nation. In Malaysia, access to quality education is still an issue at remote/rural areas in the country. Even though these countries report the literacy rate of over 90%, the efforts to maintain sustainable growth in their respective economies, to reach developed status, hinge on an updated system of education that is more transformative beyond literacy. While economic growth in these countries brings positive benefits and lifts people out of poverty, societies must be equipped to respond to subsequent changes related to political and social systems. Economic resilience thus depends on social resilience, agency and capabilities to respond, design, implement and support corrective and adaptive measures.

ACES will explore the use of playful and participatory methodology towards developing an inclusive, equitable and transformative educational model that will afford opportunities for young people, teachers and community groups to respond to challenges/changes in their community through creative and innovative practices. To navigate an increasingly uncertain and ambiguous world, young people will need to develop curiosity, imagination, creativity, resilience and self-regulation towards innovative economies that are more productive, resilient and adaptable. ACES will emphasise on collaborative, active and playful/creative 21st-century pedagogies, where the focus of the teaching-learning process is on active dialogue, enquiry based, media literacy and student-centred approaches. Collaborative exploration open up opportunities for social innovation, taking into account the complexity of social problems and foster solutions resilient and cost-effective enough to adapt and survive. The project will explore social innovation through the lenses of frugal approaches to social sustainability to allow the community to thrive despite the lack of resources. ACES will investigate the impact of creative thinking, problem-solving and social-emotional learning beyond literacy afforded by playful pedagogy in these countries to conduct a comparative analysis into the complex relationships between transformational education and SDGs across the countries.

Planned Impact

Beneficiaries:
-Young people
-Practitioners - teachers, curriculum designers, further & higher education educators
-Community actors & groups - parents, community leaders, youth clubs & community centres.
-Advisors
-Policy makers - Department or Ministry of Education, Culture & Youth, Economic and Welfare, local municipalities & city councils
-Schools, further and higher education institutions, teacher training, NGOs/charities related to community initiatives, makerspaces, fab labs and tech hubs
-Local and national industry (social enterprises, creative industry)

How will they benefit:
Young people will benefit from the creative and innovative means for experiencing learning and applying knowledge - an educational experience that is inclusive and equitable, allowing them to develop their interests, knowledge, skills and talents, and contribute to the community. Teachers will be upskilled in the community-centred playful pedagogy. The creative, innovative and frugal approaches will make their teaching more relevant and emphatic to the local community and national development goals. Other practitioners will benefit from the ACES model of education - how education can include social innovation and enterprise as means for contextualising cross-subject teaching. Community actors and groups will be mobilised to respond to local challenges, leading to tangible outcomes that will consequently empower those involved. Makerspaces and the likes can be part of the community-centred educational model. ACES will provide recommendations for how educational institutions, such as schools and universities can redesign the way the curriculum is delivered. The frugal approach to sustainable social innovation will empower the community groups, young people and practitioners to excel despite the lack of resources towards economic diversification, impacting socio-economic value through social entrepreneurship. Creative and innovative capabilities are also crucial assets to the creative economy. ACES' practice and policy recommendations will provide an overarching direction for how this model of education can be situated alongside existing curriculums, recommending future development and redesign of the curriculums to embed social innovation - towards more sustainable poverty alleviation. The advisory board members will be directly involved in the process by reviewing strategy and outcomes from the project, whose practice will also be impacted. Policy makers will have access to the recommendations, informing youth development and education agenda in the countries and beyond.

What will be done to ensure access to benefits:
Beneficiaries will be directly engaged with project activities including workshops associated to the onboarding, practice building and consolidation phases (WP1-WP5). The project meetings will also involve knowledge exchange between the project partners, advisors, local ambassadors and invited beneficiaries. We will use the Online Hub to disseminate outcomes through the official website (including national versions), media resources (video, images, podcasts), adoptable/adaptable OERs, blogs, social media, press releases, conferences, scientific and policy publications at national and international levels. We will inform policy makers, educators and key sectoral stakeholders of impacts and evidence emerging from the research. The ACES model will provide tools, templates and protocols for allowing replicability and reusability, acting as best practice guides for educators, learning/curriculum designers, and community groups. The physical lab at the partners' institutions will serve as the practice and knowledge hub for sustainability. Policy and practice publications will be produced- to be discussed in the consolidation workshop/roundtables - leading to the final consolidated versions to be released at the end of the project to provide overarching direction for future policy at national and international levels

Publications

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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

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Pandya, K., 2020, An Empirical Study on the Relationship among IT Capabilities, Business Process and Firm's Performance in International Journal of Technology Transfer and Commercialisation.

 
Title A puzzle game based on Indonesian culture and map 
Description A puzzle game for young children for engaging with visuals associating with the Indonesian culture and map, which enables social interaction as well as hands-on skills. 
Type Of Art Artefact (including digital) 
Year Produced 2021 
Impact Resources used for engagement with young people during field work. 
URL https://www.youtube.com/watch?v=YlpDm8hDGcg
 
Title ACES Playful & Frugal Ecoprint 
Description Ecoprint approach for creating 'Batik' patterns, which have been co-created with the NGO for supporting the disabled community (Rumah Harapan). 
Type Of Art Artwork 
Year Produced 2021 
Impact The ecoprint approach is now leading to commercial products for supporting the community. 
URL https://aces.gchangers.org/case-studies/batik-makers/
 
Title Batik based in place. 
Description Batik Ciprat Karangpatihan is a batik creation with various variants and motifs. Starting from abstract motifs, animals, puppets, plants, and many others, and using a combination method of ciprat batik and hand-written batik to produce unique and distinctive works. Karangpatihan Ciprat Batik was produced by disabled and stigmatised residents of Karangpatihan village in Indonesia. This project is a legacy of the DICE Digital R&D Fund project on empowering disbaled people to continue to be independent and creative. DICE Digital R&D Fund teaches them about toughness, tenacity, and patience in marketing their products. Batik is a masterpiece and product of indigenous Indonesian culture with a distinctive element that is unique to Karangpatihan Village. 
Type Of Art Artefact (including digital) 
Year Produced 2021 
Impact The project is driven by and implemented through the principles of the social model of disability with the artistic product key to driving economic and social change. Disabled people are provided with knowledge, training, capital, and intensive assistance in making batik ciprat. This is being supported with the development of an online platform for selling local crafts, education in e commerce, the development of e goods, attention to the Sustainable Development Goals and the external rebranding of the village. This process is underway and it is expected that disabled people in Karangpatihan Village will have increased economic independence from limited crop yields. 
URL https://batikcipratkarangpatihan.id/en/?#!/about_section
 
Title Breast Cancer: What You Need to Know webinar 
Description A webinar on 'The Breast Cancer: What You Need to Know' was conducted on 12 January 2021. The talk was organised by PPAU, UNIMAS, Society for Cancer Advocacy and Awareness Kuching (SCAN), Sarawak General Hospital (SGH), Gamification Centre together with the ACES team. Dr Adibah Ali, a consultant breast and endocrine surgeon was the speaker on that day to discuss and share her knowledge on women's well-being on breast cancer awareness to participants. 
Type Of Art Artefact (including digital) 
Year Produced 2021 
Impact Sixty-six participants from all over Malaysia attended the webinar. The participants were lecturers, clinicians, surgeons, and the public. The video of the talk was recorded and uploaded on Youtube. 
URL https://www.youtube.com/watch?v=tbSk0GHvfzI
 
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 Danausbin 
Description Danausbin is a social and creative company co-founded by one of the original Newton Impact Fund bid writers. It co-creates pieces of an artistic, artisanal and industrial nature with a deep respect for cultural rights and is formed of artisans, artists, designers, business consultants and innovators. The social enterprise draws on shared knowledge, collective experience, co-creation and mutual support from Mayan heritage which inspires Danausbin to continue to grow as a creative family. 
Type Of Art Artefact (including digital) 
Year Produced 2020 
Impact Danausbin is creating a family of producers and whilst launched in Pandemic is creating the distinctive social entrepreneurial voice that the Newton Impact Fund interventions are seeking to support. We have already enabled knowledge transfer in this context from Danausbin to Coventry University entrepreneurship students through guest lectures and webinars. 
URL https://www.danausbin.com/
 
Title Foot pedal hand sanitizer dispenser 
Description Prototype foot pedal operated hand sanitiser dispenser systems were developed. 
Type Of Art Artefact (including digital) 
Year Produced 2020 
Impact The team captured the co-creation process in translating the design and building the prototype dispenser, understanding the concepts of assembling and the benefit of this application during the pandemic. 14 prototype foot pedal operated hand sanitiser dispenser systems were built and sent to government clinics in Sarawak - Klinik Kesihatan Kapit, Poliklinik Jalan Masjid and Klinik Kesihatan Kota Samarahan, UNIMAS Campus clinic. Another 2 prototype systems are placed at the myCapsule lab, Gamification Centre, UNIMAS. 
 
Title Frugal Education Action Cards 
Description A collection of frugal education 'action cards' to help others apply frugal practices within their education designs. 
Type Of Art Artefact (including digital) 
Year Produced 2021 
Impact Frugal methodology has impacted the way resources and activities are co-created in the project (local teams and their stakeholders) for enacting playful pedagogy. The impact includes, teachers co-creating frugal learning materials by repurposing ordinary materials they can source locally. The resourcefulness and the creativity are key here for upskilling teachers in their engagement with young people through playful learning resources. 
URL https://frugal.education/frugal-cards-at-speed-of-need/
 
Title GCRF ACES Launch Video 
Description ACES Launch video- showcasing our approach. 
Type Of Art Artefact (including digital) 
Year Produced 2020 
Impact Request for more information. 
URL https://youtu.be/CNrP6xzFyfY
 
Title Learning Resource - Action Plan 
Description The Action Plan toolkit was developed with aims to build, plan and monitor strategies of actions and the progress. Participants are to list out the Weakness/Threat, the Cause, the Risk, the (propose) Action, (potential) Stakeholder/Partners and the Timeline(to be listed based on Priority). Participants are to complete the action plan from the beginning based on selected areas of need. Follow the timeline and reflect on the progress. 
Type Of Art Artefact (including digital) 
Year Produced 2020 
Impact This simplified toolkit is to allow teachers to connect and have conversation of issues, problems and challenges commonly faced in schools, and reflect on their experience to help fellow colleagues and students in order to plan and strategies action plans to meet each other's goals. 
 
Title Learning Resource - Risk Metrics analysis for Schools 
Description A Risk Metrics analysis for Schools toolkit is in a A2 size paper was developed for a workshop with aim for participants and teachers to define and assess the level of risk by the category of probability and the category of impact or consequences. This multiscale in a cartesian space consists of the X axis representing the Impact and the Y axis is the Probability. In the space there is a 3 by 3 matrix with varying degrees of risk from Low Impact, Medium Impact and High Impact. Participants use this to rank the issues, challenges, threats, problems listed from the SWOT analysis for Schools. 
Type Of Art Artefact (including digital) 
Year Produced 2020 
Impact Teachers learnt to rank issues, challenges based on their own ability and capability to change and improve in their own capacity. The use of this risk assessment tool can be an effective way to address risk at the grassroot level and to determine the immediate and appropriate actions. 
 
Title Learning Resource - SWOT analysis for Schools 
Description A SWOT analysis for Schools toolkit was developed for a workshop. It's of A2 size paper that contains four empty boxes each for Strengths, Weaknesses, Opportunity and Threat/Challenges. There are also a number of questions for teachers that act as triggers. Participants can use this in their strategic planning by laying out all the goods and bads. 
Type Of Art Artefact (including digital) 
Year Produced 2020 
Impact The SWOT is a high-level and critical thinking exercise used to assist teachers in initiating meaningful change in the teaching and learning activities in classroom and outside classroom and used for programme improvement. Teachers from different schools had a chance to reflect and analyse their particular classes, preparation program, experience, learning outcomes, curriculums, activities, schools environments, issues. 
 
Title Makey-Makey 
Description
Type Of Art Artefact (including digital) 
Year Produced 2020 
Impact
 
Title Online Learning Resource - Action Plan 
Description The Online Learning Resource - Action Plan description and explanation is recorded and uploaded on Youtube. 
Type Of Art Artefact (including digital) 
Year Produced 2020 
Impact The online learning resource is available on Youtube for other participants to learn. 
 
Title Online Learning Resource - Risk Metrics 
Description The Online Learning Resource - Risk Metrics description and explanation is recorded and uploaded on Youtube. The video presents how to assess, tips to rank risk and assess risk in schools. 
Type Of Art Artefact (including digital) 
Year Produced 2020 
Impact The online learning resource is available on Youtube for other participants to learn. 
 
Title Online Learning Resource - STEMBucket activity 
Description The Online Learning Resource - STEMBucket activities from the STEMBucket journal demonstrations were recorded and uploaded on the CreativeCulture YouTube channel. 
Type Of Art Artefact (including digital) 
Year Produced 2021 
Impact The online learning resources are uploaded on YouTube for anyone to access and refer to. 
URL https://www.youtube.com/watch?v=uv4FD6j7P8g&list=PL6qPR3YBIkzzJCdmUE1V0Ls5hSMAn1imx
 
Title Online Learning Resource - SWOT 
Description The Online Learning Resource - SWOT analysis for Schools; "How to use SWOT analysis for schools" contains a description and explanation that is recorded and uploaded on Youtube. 
Type Of Art Artefact (including digital) 
Year Produced 2020 
Impact The online learning resource is available on Youtube for other participants to learn. 
 
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 PlayLabGC 
Description The PlayLabGC bus mural was finished. 
Type Of Art Artefact (including digital) 
Year Produced 2021 
Impact The mural was completed by the students from the Faculty of Applied and Creative Arts, UNIMAS. Upon the completion of the mural, the students have garnered attention and been offered more job opportunities. Other than that, the mural has also attracted the attention of UNIMAS students and staff. 
 
Title Playful and Frugal activities resources created by the Indonesian team 
Description The Playful and Frugal Activities materials comprise: 1. How to make Masks, Tinned Phones (https://www.youtube.com/watch?v=e4dDFW5jdhM), 2. Loose Parts (https://www.youtube.com/watch?v=4K80K3OGrqo&t=5707s), 3. Marble Maze (https://www.youtube.com/watch?v=1aCw_p7GnVE), 4. Racing Cars (https://www.youtube.com/watch?v=czW-hrQ-FVo), 5. Dino Eggs (https://www.youtube.com/watch?v=cfrMFIYl-bw), 6. Butterfly (https://www.youtube.com/watch?v=mfIAdVZcEto&t=4s) 
Type Of Art Artefact (including digital) 
Year Produced 2021 
Impact Used in teacher and NGO (volunteers) training. 
URL https://www.youtube.com/c/ReogifyUMPO/videos
 
Title Project Website 
Description The ACES project website 
Type Of Art Artefact (including digital) 
Year Produced 2020 
Impact Access to our information - resulted in requests for further information and also other activities. 
URL https://aces.gchangers.org/
 
Title Puzzle Map 
Description
Type Of Art Artefact (including digital) 
Year Produced 2020 
Impact
 
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 SDG Game created by ACES Indonesia 
Description A board game for raising awareness on SDGs. 
Type Of Art Artefact (including digital) 
Year Produced 2021 
Impact This product is being used with pupils in the participating schools. 
URL https://www.youtube.com/watch?v=DnEHhKbS50U
 
Title SDGs card for children 
Description
Type Of Art Artefact (including digital) 
Year Produced 2020 
Impact
 
Title STANDBucket 
Description The STANDBucket is in the development stage. 
Type Of Art Artefact (including digital) 
Year Produced 2022 
Impact The STANDBucket is a continuation of the STEMBucket box with the same concept. The STANDBucket focuses on addressing climate change issues. 
 
Title STEM Webinar series 
Description A series of three webinars on STEM was conducted in collaboration with Institut Pendidikan Guru Kampus Batu Lintang(IPGKBL)/Teacher Education Institute. Speakers during the webinars consist of teachers and also ACES team members. 
Type Of Art Artefact (including digital) 
Year Produced 2021 
Impact The online learning resources are uploaded on YouTube for anyone to access and refer to. 
URL https://www.youtube.com/watch?v=YCig_3SEg4M&list=PL6qPR3YBIkzxv2aXk59PzUILbu0GBL5pX
 
Title STEMBucket Box 
Description STEMBucket box prototypes were developed. 
Type Of Art Artefact (including digital) 
Year Produced 2021 
Impact The STEMBucket box contained materials that can be used in creating things for the activities in the STEMBucket journal book. 
 
Title STEMBucket Facilitator Toolkit 
Description The STEMBucket Facilitator Toolkit was developed. 
Type Of Art Artefact (including digital) 
Year Produced 2021 
Impact The STEMBucket Facilitator toolkit is a tool to assist teachers/parents/facilitators that are interested to conduct the STEM activities in the STEMBucket journal. The toolkit will guide them step by step on what they should do before, during, and after the activity. 
 
Title STEMBucket activity book 
Description The STEMBucket activity book were developed. 
Type Of Art Artefact (including digital) 
Year Produced 2021 
Impact The STEMBucket journal book is a compilation of activities that will use materials from the STEMBucket box. From the activities, students will learn about STEM subjects and their application in real life. One of the activities, which is water filter activity, has been conducted with children across Malaysia through workshops conducted by both the team members and undergraduate students. 
 
Title STEMBucket challenge cards 
Description The STEMBucket challenge cards were developed. 
Type Of Art Artefact (including digital) 
Year Produced 2021 
Impact The STEMBucket challenge cards comprise of STEM activities that are of higher levels in complexity, compared to the STEMBucket journal book. 
 
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 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 have so far carried out investigations under four work-packages (WPs 1-4), which have collectively informed the context, methodology, and impact pathways for the playful learning interventions at the three countries (Malaysia, Indonesia, and Vietnam) through the various case studies led by the local partners. We continue to explore the mapping of aspects related to play, frugal education, competencies development, and resilience development targeting the individual learners and teachers, their communities, and the relevant organisations (including schools, universities, education ministries, teacher training organisations, and NGOs).

The analysis of country demographics, current education, economic, welfare, and development policies has helped us synthesise the multi-faceted factors concerning the SDGs identified across the three countries. All three countries have set a skills agenda, which views the development of certain transferable skills such as lifelong learning, critical thinking, and communication as key to achieving societal and economic success in the 21st century. Also, it is clear that all three countries have minority populations in remote locations where it is challenging to deliver a high standard of education. In looking to synthesise the data from the three countries, several factors appear to be significant.

The main insights are:

1. Contextualising the concept of resilience:
The COVID-19 pandemic presents further challenges to teaching and learning in the target communities in these countries. The immediate response has been the mobilisation of digital online learning to ensure remote education access at home. The sudden transition to technology-delivered instruction has been disconcerting for educators and learners alike. Varying levels of digital literacy and fluency amongst educators and students adds complexity to proceedings. The pandemic has reinforced the perception of the importance of resilience. From the project's perspective, resilience in terms of teaching practices has been tested due to the challenges associated with teacher preparedness in re-configuring learning experiences and the digital divide that became more apparent during this period, especially for remote locations. This provides an opportunity to explore whether meaningful learning experiences can still be facilitated via remote instructions and delivery and how can playful and frugal approaches enable this.
The concept of resilience is of particular relevance to the development of the United Nation's Sustainable Development Goals (SDGs). Despite such an international significance, resilience is not a straightforward concept to define - from lingual and cultural perspectives. In different contexts, cultures, and languages, and to different groups, the term has discrete meanings. Resilience can include how well a person can adapt to the events in their life and their ability to cope (emotionally, cognitively), when in a crisis, and to build on this to support future ways of coping. In ACES through the various case studies, it is also understood as our openness and readiness to be creative and experimental (playful aspects associated with the sense of autonomy, agency, and curiosity) in addressing challenges to encourage transformative adaptiveness. Resilience is viewed at the level of community, group, as well as at the personal level. Resilience, in this case, is not only an outcome but a process, which can become transformative over time.

2. New strategies for onboarding playful approaches to learning:
The pandemic has been a challenge, but it has mostly provided an opportunity for the project to respond in an agile way, from the methodology point of view to the actual development and practice in the community. The immediate negative impact included the delay to the delivery of physical playful interventions in Malaysia and Indonesia (WP4). Vietnam was able to go on the ground. Our mitigation included investments of efforts in our remote intervention via online platforms (such as our CreativeCultureTV in Malaysia, Reogify channel in Indonesia) and various other local ACES channels that were created on platforms such as youtube, Instagram, and tiktok), which has led to a rich repository of playful creative trans-media resources for teaching, training, and learning engagement. Our approach has been adapted for and adopted by the departments of education and teacher training organisations for facilitating co-creative means for producing meaningful experiential learning resources inspired by playful and game-based learning approaches. Practice resilience is essential for ensuring that teachers are engaging with young people in a meaningful way for knowledge and skills development.

3. Promoting Frugal Approaches:
It is clear from the engagement with the communities in ACES, adaptive and transformative outcomes in the project relies on the upskilling of teachers in the development of creative skills to deliver meaningful learning experiences. One key challenge, apart from the need to adhere to the prescribed curriculum, is the perceived lack of resources and support in the re-imagining of teaching and learning practices. This leads to an opportunity to explore the context of frugality when it comes to resources and costs (mainly associated with time, materials for creating learning resources, and support). In ACES, we map playful aspects to frugal design principles (see Arnab et al., 2021 - an innovative mapping of aspects associated with competencies development for impacting resilience) for articulating the project's sustainability message in terms of the co-creation of meaningful, engaging, and experiential learning activities using frugal materials. Frugal materials can include any tangible materials that can be sourced and repurposed locally - e.g., household produces, discarded plastic wastes, etc. The ACES StemBucket initiative is an example of how regular materials can be repurposed into playful activities for teaching science. Another example is the Green Playground initiative that has brought teachers, learners, charities, and regional policy officers together in the design and development of a physical playground made of recycled materials (e.g., tyres, plastics, etc.). This playground is a playful and frugal space for teachers and learners to learn about sustainability (resilient environment) and also the cultures and Muong language of one of the minority groups in Vietnam (cultural identity and resilience). Teachers need to adopt an approach to teaching that is learner-centred and promotes intrinsic learner motivation. Products such as playful and frugal hands-free sanitiser devices have been designed and developed by the ACES Malaysia team during the earlier part of the pandemic, which have been delivered to the various health organisations in the Borneo part of Malaysia - demonstrating grass-root social innovation that is key to the ACES approach, which is now informing the various engagement with NGOs in Malaysia.

4. Participatory and co-production principles:
Participatory and co-production principles are an important part being used to enable the project team to gain a better understanding of the transformative impact of playful education in the involved communities and we are looking to amplify these in future projects. Alongside the regular mapping of activities, indigenous research protocols, articulating methods and instruments, including approaches to ethical approval, and research integrity is being created as partners pilot a range of mixed methods approaches when considering appropriate and meaningful ways to capture their different stakeholder perspectives. We appreciate how partners are localising the use of research tools, whilst needing to be mindful of navigating challenges considering the physical limitations brought by the pandemic as well as adhering to practices in their respective educational contexts. For example, administering a survey through the school system for the Malaysian team requires having approval via the Ministry of Education, which is a time-consuming process. This emphasises the importance of stakeholder engagement and 'buy-in' to playful and frugal principles throughout educational systems as well as at grassroot levels.

Qualitative approaches, used to access richer, more personalised and nuanced understandings of participants experiences, have offered a new approach for the Indonesia team who are much more used to quantitative research methods. However, such preference for quantitative over qualitative methodologies in education conforms to disciplinary practices adopted in the Global South (Affouneh, Wimpenny, et al. 2022). Our research experience is therefore a genuine intercultural exchange and engagement between partners positively impacting on the collective research ethos in our reflective engagements, and in how we continue to benefit and learn with and from one another. Most recently seven research papers have been submitted to the British Education Research Association conference (https://www.bera.ac.uk/conference/bera-conference-2022) reflecting the research effort and rich multidisciplinary /multi-partner learning taking place.

5. Understanding the University as Anchor Institution:
In ACES, one key insight is that universities should be in a continuous process of examining themselves and their relevance to society's needs. ACES provides opportunities to place students and academics in interconnected, locally, and transnationally collaborative relationships with communities. During the last year the partners have worked to engage with diverse stakeholders across education and community contexts. Significant efforts have resulted in ACES project partners targeting primary and secondary level schools, teacher training opportunities, as well as creative informal learning spaces and places in rural and urban communities. Whilst colleagues in Malaysia have explicitly engaged undergraduate students in a community service learning task as part of their studies, the role of the university partners is not always explicitly linked to the concept of universities as Anchor Institutions. This is where research and educational activities are ?viewed through the mutual needs of both the university and the surrounding locales, which can stretch far beyond local borders. Into the project's final year, ACES is able to examine the role of the university more closely across the consortium ?and the impact of relationships and ?investments not least in targeting what can be meant by playful educational models for developing social resilience.
Exploitation Route The activities in each country are driven by the existing local initiatives - CreativeCulture in Malaysia, Reogify in Indonesia, and D-Lab (Aces Nam) in Vietnam with their practice, policy, and community partners These initiatives are the local hubs for the ACES education model and are engaging with the communities of teachers and learners, teacher training organisations, NGOs, and policy makers. As the approaches are made indigenous to the actual needs in the three countries, they can be adapted and adopted by the various communities. The educational resources are also hosted online- videos, templates, tools, and so forth. All of our approaches will be presented as open educational resources to encourage adoption and adaptation. We have also published findings associated with our investigations to increase reach. The reflective stage of the project has revealed several insights into how successful teams can be constructed across countries and academic disciplines. These include the importance of establishing a shared vocabulary of key concepts within the project, the need to focus on contextualised pathway to impact that will encapsulate various activities across the onboarding stage through to sustainable practice building, and the agility in responding to unforeseen circumstances (such as the pandemic) and serendipitous discovery (such as new arising opportunities beyond the original target communities).
Sectors Communities and Social Services/Policy,Education,Healthcare,Government, Democracy and Justice,Culture, Heritage, Museums and Collections

URL http://aces.gchangers.org
 
Description 1. Educators as Pathways to Impact: Our pathway to impact focuses on engagement with educators (including NGO educators in informal settings), who have been onboarded into practice building in various ways - remote and face to face (formal) training and workshops, co-creative activities, and involvement in community-focused activities. Our impact includes, amongst others, the uptake of the ACES approach in teacher training by teacher training organisations in Malaysia and Vietnam (informing the agenda for the local departments of education), the upskilling of NGO educators, such as Solo Mengajar and Kampus Mengajar in Indonesia, and the participation of Hua Binh College of Education in the co-creation of the playground initiative in Vietnam. Despite the pandemic, ACES has managed to engage with various communities in the three countries. Through the local drivers such as CreativeCulture in Malaysia, Reogify in Indonesia, and D-Lab (Aces Nam) in Vietnam, we have piloted our methods, practices, and tools for encouraging creative teaching and learning, grass-root social innovation, and engagement with teacher training. Teachers are considered as key front liners for mobilising young people. Hence the need to focus on the training of teachers and the co-creation with them to ensure the sense of ownership to the creative pedagogical interventions in their communities. 2. Societal and Economic impact: The ACES project has touched many lives. There is evidence for example that awareness of frugal approaches to learning has penetrated through teachers and learners to the learners' parents. This was of particular value given the move to online and at-home teaching as a result of the pandemic. Also of societal impact, especially during the pandemic, was the development and circulation of the ACES social innovation product - the foot pedal (hands-free) sanitise. This was frugally developed by the ACES Malaysia team to support the healthcare providers in the region as a response to the pandemic. It has been widely adopted in the region. The frugal approach has also informed the playful STEMBucket initiative - the repurposing of ordinary (mostly discarded) materials for creating experiential science learning. STEMBucket is now adapted in Indonesia and Vietnam, impacting teaching and learning practices. Our playful frugal impact has also been achieved in Indonesia, where the local team has been engaging with volunteers associated with the disabled community in exploring eco prints (Batik prints using frugal materials). This has led to the early development of a commercial product for the community to exploit. 3. Frugal and Playful Responses to the Needs of the Community: Our frugal and playful approach has impacted various communities, such as the involvement of NGOs and charities in Indonesia, Vietnam, and Malaysia in collaboration with the local teams, universities, policy makers, and schools. For example, frugal playful spaces have been co-created in Vietnam (Green Playground- a playground made of recycled materials for promoting cultural identity of the Mung minority group and a space for increasing awareness on sustainability) and Malaysia (Playful Bus - a dilapidated bus converted into a playful space for creative learning by student volunteers). ACES has impacted the disabled community in Indonesia through playful art-based activities (Batik product co-created using frugal materials) providing access to creative practices for developing socio-economic resilience. The empowerment of the community-driven NGO for informal community learning is also a key contribution to the social and public services in Indonesia - in particular the Solo region.
First Year Of Impact 2020
Sector Communities and Social Services/Policy,Education,Healthcare,Culture, Heritage, Museums and Collections
Impact Types Cultural,Societal,Policy & public services

 
Description "Merdeka Belajar" a.k.a Independent Learning and "Distance Learning" programs
Geographic Reach Local/Municipal/Regional 
Policy Influence Type Influenced training of practitioners or researchers
URL https://www.kemdikbud.go.id/main/blog/2020/09/luncurkan-program-guru-belajar-kemendikbud-bantu-guru-...
 
Description Design Sprints
Geographic Reach National 
Policy Influence Type Contribution to new or Improved professional practice
Impact Sessions occurred in the last quarter so it is too early to identify impacts on policy, practice, patients or the public. However, there was "in session" commitment and engagement which suggests that Sprint will be used as a policy to practice tool going forward.
 
Description Ethical Sales and Marketing for Social Enterprises
Geographic Reach Asia 
Policy Influence Type Contribution to new or Improved professional practice
Impact It is early to establish the impact of this intervention however there was good buy in from University incubator delegates and good knowledge transfer from the original Newton Fund award synergising with the development from the Newton Impact award. Our continuing project work in this geography enables traction and sustainability to the knowledge transfer through informal and formal advice.
 
Description Ethical Sales and Marketing for Social Enterprises
Geographic Reach Asia 
Policy Influence Type Influenced training of practitioners or researchers
 
Description MoU
Geographic Reach Local/Municipal/Regional 
Policy Influence Type Influenced training of practitioners or researchers
 
Description MoU
Geographic Reach Local/Municipal/Regional 
Policy Influence Type Influenced training of practitioners or researchers
 
Description Partner
Geographic Reach Local/Municipal/Regional 
Policy Influence Type Influenced training of practitioners or researchers
Impact (1) Teachers have made their own educational games after the both the Game-based learning workshop with Lawas District Education Officce (Pejabat Pendidikan Daerah Lawas - PPD Lawas) and Pendidikan Abad Ke-21 (PAK21) workshop ended.
 
Description Partner
Geographic Reach Local/Municipal/Regional 
Policy Influence Type Influenced training of practitioners or researchers
 
Description Playful methodologies for business planning
Geographic Reach National 
Policy Influence Type Influenced training of practitioners or researchers
Impact In 2019, Arts Council England Transforming Leadership Programme funded eighteen projects to support that the leadership and workforce of the arts and culture sector reflect the diversity of the country, indicating that there are fair routes to entry and progression. The City of Culture Leadership Programme (CoCLP) was the successful project bid by Coventry City of Culture Trust and Tomlins has been the Coventry University steering group member. The bid's joint aim was to both support Transforming Leadership and the legacy aims of Coventry UK City of Culture 2021 (CoC21). To be delivered over 24 months, the core aims of the CoCLP have been to: ¦ Enhance the diversity of leadership in Coventry's cultural and creative sector to reflect the city's demographics ¦ Develop great, skilled cultural leaders embedded in the city of Coventry ¦ Inspire social change through cultural leadership. Given these aims, the objectives are to: ¦ Develop and support 15 people who want to change the city, and be the next cultural leaders in Coventry ¦ Target unequal access to cultural management and leadership opportunities in Coventry ¦ Bring forward established, independent and emerging leaders from Coventry's BAME communities to support the legacy of UK CoC 2021 ¦ Support the legacy of UK CoC 2021 - CoCLP is expected to deliver against the key outcomes and impact of UK CoC 2021. The 15 are showing enhanced leadership potential and practice and there is greater recognition in the sector of the skills and diversity from which it can benefit. This particular session on "Playful methodologies for business planning" laid the groundwork to operationalise and business plan future creative economy needs.
 
Description Thai-UK Higher Education Forum on how to approach potential partnerships effectively
Geographic Reach Asia 
Policy Influence Type Participation in a advisory committee
 
Description The Ministry of Education and Culture of the Republic of Indonesia launched "Distance Learning" programs during the COVID 19 pandemic
Geographic Reach Local/Municipal/Regional 
Policy Influence Type Influenced training of practitioners or researchers
URL https://www.kemdikbud.go.id/main/blog/2020/09/pembatik-wujud-merdeka-belajar-dalam-pemanfaatan-tik-u...
 
Description The Ministry of Education and Culture of the Republic of Indonesia launched "Independent Learning" programs during the COVID 19 pandemic
Geographic Reach Local/Municipal/Regional 
Policy Influence Type Influenced training of practitioners or researchers
URL https://www.kemdikbud.go.id/main/blog/2020/09/luncurkan-program-guru-belajar-kemendikbud-bantu-guru-...
 
Description Application of Playful Tools for Future Leadership Development.
Amount £1,680 (GBP)
Organisation Coventry UK City of Culture 
Sector Charity/Non Profit
Country United Kingdom
Start 12/2021 
End 12/2021
 
Description British Council Creative Spark
Amount £19,985 (GBP)
Organisation British Council 
Sector Charity/Non Profit
Country United Kingdom
Start 12/2020 
End 07/2021
 
Description British Council Creative Spark Year 4
Amount £20,000 (GBP)
Organisation British Council 
Sector Charity/Non Profit
Country United Kingdom
Start 09/2021 
End 07/2022
 
Description British Council DICE
Amount Rp14,885 (IDR)
Organisation British Council 
Sector Charity/Non Profit
Country United Kingdom
Start 02/2020 
End 06/2020
 
Description Creative Spark exhibition at Metropolis - the Coventry connection
Amount £25,200 (GBP)
Organisation British Council 
Sector Charity/Non Profit
Country United Kingdom
Start 09/2021 
End 07/2022
 
Description Digital Lab Programme Ukrainian Social Enterprise Trainers
Amount £1,800 (GBP)
Organisation European Parliament 
Sector Public
Country Belgium
Start 11/2020 
End 12/2020
 
Description UKRI-JST-DOST 2021 call for development research collaborations 'Science, Technology and Action' Nexus for Development (STAND).
Amount RM187,000 (MYR)
Organisation Coventry University 
Sector Academic/University
Country United Kingdom
Start 09/2021 
End 09/2022
 
Description UNIMAS Sustainable Centre
Amount RM10,000 (MYR)
Organisation University Malaysia Sarawak (UNIMAS) 
Sector Academic/University
Country Malaysia
Start 02/2022 
End 01/2023
 
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 Aspects Mapping model 
Description Aspects mapping related to (1) Playful aspects, (20 Playful learning competencies, and (3) competencies for resilience. This aspect mapping builds on existing Learning Mechanics- Game Mechanics mapping model for informing playful and gameful activity design. 
Type Of Material Improvements to research infrastructure 
Year Produced 2020 
Provided To Others? No  
Impact The method is still being implemented in the case studies of the partners in Malaysia, Indonesia, and Vietnam. 
 
Title ACES Facilitator Toolkit 
Description The ACES Facilitator Toolkit is a tool that would have an impact on the way local educators, facilitators and parents conduct activities in the school or community. The toolkit provides a step-by-step guide on what is supposed to be done before conducting activities with students or children. The toolkit also contains reflection questions for both teachers/facilitators/parents and students/children, such as - observations on the activities, playful and frugal questions and self-assessment questions. The toolkit will be provided along with the STEMBucket box, STEMBucket Challenge cards and STEMBucket journal book. 
Type Of Material Improvements to research infrastructure 
Year Produced 2022 
Provided To Others? Yes  
Impact The toolkits are in the process of finalising content and will be distributed to teachers from 20 Tamil Schools across Malaysia to be tested soon. 
 
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 Capabilities Survey Instrument 
Description Capabilities survey containing indicators for understanding young people's development throughout the project which can be adapted and adopted by others. 
Type Of Material Improvements to research infrastructure 
Year Produced 2020 
Provided To Others? No  
Impact The instrument can help track change and help us analyse developments of young people. 
 
Title Capability Survey questionnaires 
Description The Capability survey questionnaire was adapted and contextualised to fit the community in Sarawak, Malaysia. The capability questionnaire consists of questions to understand the targeted participants socioeconomic status. Through this questionnaire, the team will be able to design fitting activities for the community. 
Type Of Material Improvements to research infrastructure 
Year Produced 2022 
Provided To Others? Yes  
Impact The questionnaire has yet be tested in the community. 
 
Title Co-creation enhanced ethics approach (3) 
Description Co-creation of research ethics as part of the Indonesian case study of intervention in the labelled "Idiot's Village". The project involves work between Coventry University and Rumah Harapan Mulya with the 94 residents of the "Kampung disabilitas Ponorogo" (Ponorogo Disability Village pejoratively known as the Idiot Village) to develop their economic independence and affirmative senses of self and external identity through digital tools. The vulnerability of the research participants meant that we not only sought to introduce a research ethics approach however also to co-create the ethics process. We particularly focused on the issue of informed consent and providing an accessible route for the learning disabled participants to participate and be empowered through and by the research process. 
Type Of Material Improvements to research infrastructure 
Year Produced 2021 
Provided To Others? Yes  
Impact We focused on the issue of informed consent and providing an accessible route for learning disabled participants to participate in and be empowered through and by the research process. Therefore, we have been co-creating research ethics as part of the Indonesian case study of intervention in the pejoratively labelled "Idiot's Village". We are working with Coventry University Special Interest Groups to present the research ethics' learning and to develop it through and beyond informed consent towards a wider accessible research ethics process! 
 
Title Community Interview Guide 
Description The community interview guide acts as a guide in interviewing community participants on their socioeconomic status without a strict and controlled interview protocol. 
Type Of Material Improvements to research infrastructure 
Year Produced 2021 
Provided To Others? Yes  
Impact The community interview guide has been helpful in our engagement with the communities in Telok Melano, Pasir Pandak and Pasir Panjang. 
 
Title Enhanced ethics approach 1 
Description We have different research traditions within the team and we have enabled colleagues at UTM in Mexico to see the benefits of an enhanced ethics' approach whereby research ethics is applied to the collection of data from female entrepreneurs, social entrepreneurs and rural entrepreneurs including those from Mayan minorities. An ethics' application would not otherwise have been submitted by UTM. 
Type Of Material Improvements to research infrastructure 
Year Produced 2021 
Provided To Others? Yes  
Impact An ethics' application would not otherwise have been submitted by UTM. We have different research traditions within the team and we have enabled colleagues at UTM in Mexico to see the benefits of an enhanced ethics' approach whereby research ethics is applied to the collection of data from female entrepreneurs, social entrepreneurs and rural entrepreneurs including those from Mayan minorities. UTM has a strong civic anchor role however we see this intervention as protecting the integrity of that relationship. 
 
Title Enhanced ethics approach 2 
Description We have different research traditions within the team and we have enabled colleagues in Indonesia, Malaysia and Vietnam to see the benefits of an enhanced ethics' approach whereby research ethics is applied to the collection of data from educators as well as young people. An ethics' application would not otherwise have been submitted by the three country partners. 
Type Of Material Improvements to research infrastructure 
Year Produced 2021 
Provided To Others? Yes  
Impact We have different research traditions within the team and we have enabled colleagues in Indonesia, Malaysia and Vietnam to see the benefits of an enhanced ethics' approach whereby research ethics is applied to the collection of data from educators as well as young people. An ethics' application would not otherwise have been submitted by the three country partners. We see the awareness raising of this process leaving enhanced ethics' infrastructure which will benefit in country research going forward and the internationalisation of in country research potential. 
 
Title Frugal Analysis questionnaires 
Description The Frugal 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 on frugal aspects. 
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. 
 
Title Frugal design aspect evaluation tool 
Description A tool for evaluating frugal design principles used by educators in their learning design. 
Type Of Material Improvements to research infrastructure 
Year Produced 2021 
Provided To Others? Yes  
Impact The tool has been used by partners on the ground for informing and evaluating frugal education practices. 
URL https://frugal.education/developing-frugal-aspect-research-instruments/
 
Title Indigenous Research Protocol 
Description Research protocol based on Participatory Action Research that is responsive and empathic to the different needs in the three partner countries. 
Type Of Material Improvements to research infrastructure 
Year Produced 2020 
Provided To Others? No  
Impact The protocol is currently being implemented and developed co-creatively with the partners. 
 
Title Makey-Makey Cards, AR Card, Humanoid Card, ACES Indonesia Playful Card 
Description These materials have been used by teachers, volunteers, and students. The idea beyond these tools is frugal, cheap, and useful. 
Type Of Material Improvements to research infrastructure 
Year Produced 2020 
Provided To Others? Yes  
Impact We have tested and distributed the pre and post of using this materials, also we have got some feedback from them. They have agreed that the materials are really interesting to implement and use in learning interaction. The Playful and Frugal Activities materials comprise: 1. How to make Masks, Tinned Phones (https://www.youtube.com/watch?v=e4dDFW5jdhM), 2. Loose Parts (https://www.youtube.com/watch?v=4K80K3OGrqo&t=5707s), 3. Marble Maze (https://www.youtube.com/watch?v=1aCw_p7GnVE), 4. Racing Cars (https://www.youtube.com/watch?v=czW-hrQ-FVo), 5. Dino Eggs (https://www.youtube.com/watch?v=cfrMFIYl-bw), 6. Butterfly (https://www.youtube.com/watch?v=mfIAdVZcEto&t=4s) By using materials available around the neighbourhood. We also have several creative products, like: 1. SDGs card (https://www.youtube.com/watch?v=DnEHhKbS50U) 2. Puzzle Map (https://www.youtube.com/watch?v=YlpDm8hDGcg) 3. Makey-Makey (https://www.youtube.com/watch?v=dS5-swVvPyA) 
 
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 Ordinary Least Square (OLS) and Chow-Test 
Description Used to determine the difference in the effect of the relative playful education pedagogy on their children's motivation and capabilities in Indonesia. 
Type Of Material Improvements to research infrastructure 
Year Produced 2020 
Provided To Others? No  
Impact () 
 
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. 
 
Title Playful Aspect evaluation 
Description A survey tool for evaluating and investigating playful aspects in designed or run activities 
Type Of Material Improvements to research infrastructure 
Year Produced 2021 
Provided To Others? No  
Impact The tools have been used by the partners on the ground for informing the stakeholders playful design activities. 
URL https://aces.gchangers.org/challenge/
 
Title STEMBucket 
Description The ACES Facilitator Toolkit is a tool that would have an impact on the way local educators, facilitators and parents conduct activities in the school or community. The toolkit provides step-by-step guides on what is supposed to be done before conducting activities with students or children. The toolkit also contains reflection questions both for teachers/facilitators/parents and students/children, such as - observations on the activities, playful and frugal questions and self-assessment questions. The toolkit will be provided along with the STEMBucket box, STEMBucket Challenge cards and STEMBucket journal book. 
Type Of Material Improvements to research infrastructure 
Year Produced 2022 
Provided To Others? Yes  
Impact The toolkits are in the process of finalising content and will be distributed to teachers from 20 Tamil Schools across Malaysia to be tested soon. 
URL https://www.youtube.com/watch?v=uv4FD6j7P8g&list=PL6qPR3YBIkzzJCdmUE1V0Ls5hSMAn1imx
 
Title STEMBucket Challenge Cards 
Description The STEMBucket Challenge cards are a tool that would have an impact on the way local educators, facilitators and parents conduct activities in the school or community. The challenge cards provide a variety of STEM activities teachers/facilitators/parents can conduct with their students/children at school and at home. The challenge cards also provide step-by-step guides on what is supposed to be done before conducting activities with students or children. The challenge cards will be provided along with the STEMBucket box, STEMBucket Challenge cards and STEMBucket journal book. 
Type Of Material Improvements to research infrastructure 
Year Produced 2022 
Provided To Others? Yes  
Impact The challenge cards are in the printing process and will be distributed to teachers from 20 Tamil Schools across Malaysia to be tested soon. 
 
Title Tree of Expectation for qualitative and quantitative data collection 
Description This tool has been used for needs analysis with the Teachers at Nguyen Tat Thanh School. 
Type Of Material Improvements to research infrastructure 
Year Produced 2020 
Provided To Others? No  
Impact Collected needs that informed the design of the programme and also case studies in Vietnam. 
 
Title Co-creation enhanced ethics approach 
Description The model was the co-creation of research ethics as part of the Indonesian case study of intervention in the pejoratively labelled "Idiot's Village". The research originated in a 2021 iteration of the British Council DICE programme established in 2018, aiming to reduce economic and social exclusion, notably for women, young people, and those disabled by society. The project involves work between Coventry University and Rumah Harapan Mulya with the 94 residents of the "Kampung disabilitas Ponorogo" (Ponorogo Disability Village pejoratively known as the Idiot Village) to develop their economic independence and affirmative senses of self and external identity through digital tools. 
Type Of Material Data handling & control 
Year Produced 2021 
Provided To Others? Yes  
Impact The vulnerability of the research participants meant that we not only sought to introduce a research ethics approach however also to co-create the ethics' process. We particularly focused on the issue of informed consent and providing an accessible route for the learning disabled participants to participate and be empowered through and by the research process. The aim was to match the programme methodology: placing creativity, experimentation, co-design, social purpose, action research, and international connection at the heart of its work through the ethics' process. The ethics' co-creation process is still in iterative development. 
 
Description Collaboration with Chumbaka 
Organisation Chumbaka
Country Malaysia 
Sector Private 
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 Continuous meetings on the training and Junior Innovate Competition 2021.
Start Year 2020
 
Description Collaboration with Chumbaka Sdn Bhd 
Organisation Chumbaka
Country Malaysia 
Sector Private 
PI Contribution We have carried out workshops with Chumbaka and their teachers. These include upskilling programmes with their facilitators.
Collaborator Contribution Chumbaka has been actively involved in co-organising events with the team. We will continue working together in incorporating gamified approaches into their training programme. We had a workshop with the Chumbaka facilitators and have been invited as judges for their gamification competition (Junior Innovators).
Impact Events (1) Igniting The Creative Sparks of Junior Innovators: A Crash Course for Coaches (2) Junior Innovate 2021
Start Year 2021
 
Description Collaboration with IEEE Sarawak Subsection 
Organisation Institute of Electrical and Electronics Engineers (IEEE)
Department IEEE Sarawak Subsection
Country United States 
Sector Charity/Non Profit 
PI Contribution We participated in organised a couple of organised events by IEEE in 2020 - Special Session Track at the IEEE Region 10 Humanitarian Technology Conference, and Robotic Workshop
Collaborator Contribution IEEE Sarawak Subsection co-organised the IEEE Region 10 Humanitarian Technology Conference 2020. The conference was fully virtual. The excom invited the ACES team to present and invite authors to publish in the special session. And a robotic workshop - Engineering at Home with Young Learners by IEEE Sarawak Subsection excom was conducted during the Gamification Seminar 2020.
Impact Event 1: Special Session on Social Innovation and Creativity during COVID-19 at the IEEE Region 10 Humanitarian Technology Conference 2020 The purpose of this special session was to investigate the effects of the COVID-19 crisis on social innovation and creativity and vice versa, in coping with the pandemic and its relationship to resilience. Researchers, teachers and innovators shared their results of innovation from technologies, communications and services simultaneously to meet a social need during the pandemic, highlight innovative models and measurements of social innovations, address the social challenges and questions on innovation and creativity and many more. 6 papers were presented in the special sessions, two of which are under the ACES project. In total, there were 87 papers submitted to the conference from Malaysia, the Philippines, Bangladesh, Sri Lanka, India, Indonesia, Mongolia, Japan, Hong Kong, China, U.S., Pakistan, and Nepal. Event 2: Engineering at Home with Young Learners workshop This robotic bite-sized workshop was run under the Gamification Seminar 2020 by an IEEE Sarawak Subsection member.
Start Year 2020
 
Description Collaboration with INTODESIGN Laboratory 
Organisation INTODESIGN Lab
Country Malaysia 
Sector Private 
PI Contribution A pathway for engaging and sharing of knowledge between industries with teachers.
Collaborator Contribution A talk was presented at the Gamification Seminar 2020 for ACES case study. Website: https://creativeculture.my/gs2020/
Impact Community engagement and talks between industries and ACES team for case study.
Start Year 2020
 
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 iCube 
Organisation iCube Innovation
Country Malaysia 
Sector Private 
PI Contribution Engagement to aid introduction and awareness on social entrepreneurship and innovation. A pathway for bridging between industries and ACES team in entrepreneurship.
Collaborator Contribution Engagement and bridging businesses and research together.
Impact Continuous meetings on entrepreneurship and setting-up a space for the community. This collaboration might move into a contractual relationship and partnership.
Start Year 2020
 
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 Coventry UK City of Culture 
Organisation British Council
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution Tomlins from the research team is an active member of the Coventry UK City of Culture project sitting on the independent core Monitoring and Evaluation Group, acting as a Faculty Champion for the City of Culture project, member of the University City of Culture steering group and active participant in projects including the street art initiative that effectively began the festival on May 7. We are connecting these activities and developing engagement with the British Council Creative Spark team to enable knowledge transfer around the creative economy from our Newton Fund activities and back into Newton Impact Fund.
Collaborator Contribution British Council is providing time from key Wider Europe senior staff and is actively engaging with us to develop ideas for knowledge transfer.
Impact Still in development.
Start Year 2020
 
Description Creative economy knowledge transfer 
Organisation Universidad Tecnológica Metropolitana
Country Mexico 
Sector Academic/University 
PI Contribution Creative economy and knowledge transfer from indigenous creative economy social enterprise Danausbin connected to Universidad Tecnológica Metropolitana Mérida, Yucatán, México and Coventry University.
Collaborator Contribution Knowledge transfer took the form of a 2 hour Q and A regarding business development and the concepts of creative economy and social enterprise with BA (Honours) Enterprise and Entrepreneurship students. A particular focus of knowledge exchange was the difficulty in developing a social enterprise in Pandemic.
Impact Recording of session is available on the Coventry Aula platform.
Start Year 2020
 
Description Express yourself 
Organisation RCK Games
Sector Private 
PI Contribution This partnership is still in development however is about expressing thoughts and emotions in a different way, it's about creating debate and comparing different points of view and perspective. We want students to feel free to express themselves so that they can better understand each other's ideas, thoughts and points of view. We are providing playful methodologies and Human Resource Mnaagement expertise to enable the project.
Collaborator Contribution This partnership is still in development however RCK Games is creating a software development that has a web manager and a mobile application. There are two main pathways in this project: Express yourself from the image or piece of art. Moderators will upload an image or a piece of art to the platform and the students will be invited to describe their emotions and thoughts in a chat within the app regarding the image uploaded. Rewarding system. Students will be given "participating points" at the moderator's discretion, for being involved in the activity and contributing in a healthy debate and ideas exchange. These "participating points" could be exchanged in an in-app store to fund philanthropic/ artistic or voluntary activities, certificates, badges, vouchers, prizes and virtual points to invest in altruistic activities to support different values.
Impact The partnership project is still in development, nevertheless it has provided the foundation for work exploring mental health within the student body and workplace which will be taken forward.
Start Year 2021
 
Description Fargo Augmented Reality Knowledge Transfer 
Organisation RCK Games
Sector Private 
PI Contribution Knowledge transfer around augmented reality and creative economy.
Collaborator Contribution Knowledge transfer to develop a series of electronic tools for ongoing collaboration and in the first instance knowledge transfer around augmented reality, entrepreneurialism and heritage.
Impact Knowledge exchange of augmented reality opportunities for cultural, economic and social development.
Start Year 2020
 
Description International conference on Logic, Quantum Computing, and AI in collaboration with the Malaysian Logic Association 
Organisation Xiamen University Malaysia
Country Malaysia 
Sector Academic/University 
PI Contribution Invited speaker
Collaborator Contribution The Malaysia Logic Association co-organised an international conference, and we worked together to share knowledge and content applied solutions in thinking and computing.
Impact Events (1) Invited talk on Statistical tensor model for 3D facial analysis and recognition Membership (1) Deputy secretary for the Malaysia Logic Association
Start Year 2021
 
Description Ukraine knowledge transfer 
Organisation Ivano-Frankivsk National Technical University of Oil and Gas
Country Ukraine 
Sector Academic/University 
PI Contribution We committed as part of the bid for funding to collaborate and disseminate learning more widely than the UK/Mexico axis and whilst we wait for notification of award to the Mexico partner we have continued to develop creative economy work and knowledge transfer and in this case with Ukraine around creative economy. This reflects the traction of Coventry's wider British Council funding pathways.
Collaborator Contribution This was predominantly knowledge transfer from Coventry to Ukraine however it drew on the experiences of the Coventry/UTM collaboration in identifying the entrepreneurial opportunities in cultural heritage. This is now growing through the development of a creative hub in each location
Impact This initial initiative will now become an annual Conference with which UTM and Mexico will participate going forward. 4 creative hubs with a prospective fifth are being set up to enable and accelerate knowledge transfer.
Start Year 2020
 
Description Vietnam Team's partnership with stakeholders in Hoa Binh Province and Thai Nguyen Province. 
Organisation Ministry of Education and Training (Vietnam)
Country Viet Nam 
Sector Public 
PI Contribution Running workshops and training for students, educators, teachers, NGOs, and also policymakers. ACES Vietnam team has partnerships with Hoa Binh Departments of Education and Training, Hoa Binh Teacher Training College, Thai Nguyen University, and LBUM. In partnership with Hoa Binh Teacher Training College, ACES VN aims to develop "train the trainers" model together with ambassador training to increase sustainable impact of ACES. LBUM (DREAMING WHEEL) is an NGO dedicated to raising fund and constructing old tire based playgrounds for children in remote areas. Collaboration with LBUM aims to build children's playgrounds with ACES model for developing social resilience through play: co-create playground to learn Muong minority language.
Collaborator Contribution Pathway and support for engaging with teacher training, schools, and community in the province.
Impact Teacher training, school, and community engagement for the ACES case studies.
Start Year 2020
 
Description Vietnam Team's partnership with stakeholders in Hoa Binh Province and Thai Nguyen Province. 
Organisation Thai Nguyen University
Country Viet Nam 
Sector Academic/University 
PI Contribution Running workshops and training for students, educators, teachers, NGOs, and also policymakers. ACES Vietnam team has partnerships with Hoa Binh Departments of Education and Training, Hoa Binh Teacher Training College, Thai Nguyen University, and LBUM. In partnership with Hoa Binh Teacher Training College, ACES VN aims to develop "train the trainers" model together with ambassador training to increase sustainable impact of ACES. LBUM (DREAMING WHEEL) is an NGO dedicated to raising fund and constructing old tire based playgrounds for children in remote areas. Collaboration with LBUM aims to build children's playgrounds with ACES model for developing social resilience through play: co-create playground to learn Muong minority language.
Collaborator Contribution Pathway and support for engaging with teacher training, schools, and community in the province.
Impact Teacher training, school, and community engagement for the ACES case studies.
Start Year 2020
 
Description Ethical Sales and Marketing for Social Enterprises 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Policymakers/politicians
Results and Impact This was part of a series of social enterprise workshops for British Council Indonesia employing some of the social value and impact work from the Newton and Newton Impact awards as well the country specific learning from ACES.
Year(s) Of Engagement Activity 2021
 
Description #DemiLaut 
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 #DemiLaut is a social enterprise that creates integrated solutions to empower traditional fishermen while also modernising the sector through circular ways. We cooperated with them on a successful one-month Citizen Science Program. The Gamification Centre, where ACES and the CreativeCulture team are based, has inked a collaboration agreement. The ACES team were invited to participate in the competition as judges. #DemiLaut has agreed to be mentors and judges for the coming Hackathon.
Year(s) Of Engagement Activity 2021
 
Description A pandemic response project by the ACES team in Malaysia. 
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 Developing poot pedal hand sanitizer dispenser:
A pandemic response project by the ACES team was to develop a prototype foot pedal-operated hand sanitiser dispenser. The co-creation process is translated in designing and building the prototype dispenser, understanding the concepts of assembling and the benefit of this application during the pandemic. 14 prototype foot pedal operated hand sanitiser dispenser systems were built and sent to government clinics in Sarawak - Klinik Kesihatan Kapit, Poliklinik Jalan Masjid and Klinik Kesihatan Kota Samarahan, UNIMAS Campus clinic. Another 2 prototype systems are placed at the myCapsule lab, Gamification Centre, UNIMAS.
Year(s) Of Engagement Activity 2020
 
Description A workshop with teachers for Analysing Playful and Frugal Aspects of a design (playground) at Nguyen Tat Thanh school (data collection cycle 2) 
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 01/11/2021
A workshop for Analysing Playful and Frugal Aspects of a design (playground) at Nguyen Tat Thanh school (data collection cycle 2)
The approach was called - Squid game (Vietnamese Version): Building an ideal playground
Core Teachers (n = 9)
Teachers presented their ideas on their dream playground, and their co-creation of the Playground
Teachers evaluated the Playful and Frugal Aspects of the Poster Activity
Teachers evaluated the Playful and Frugal Aspects of one of their designs in their teaching context
Year(s) Of Engagement Activity 2021
URL https://aces.gchangers.org/case-studies/green-playground/
 
Description ACES Green Playground in Vietnam covered by Hoa Binh Radio and TV Station 
Form Of Engagement Activity A broadcast e.g. TV/radio/film/podcast (other than news/press)
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Public/other audiences
Results and Impact A coverage on the Hua Binh region TV on the ACES Playground initiative.
Year(s) Of Engagement Activity 2022
URL https://hoabinhtv.vn/chuong-trinh-thieu-nhi
 
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 Big Idea Challenge 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Undergraduate students
Results and Impact Presentation on Sprint Business Planning methodology to enable students to better compete and complete the Big Idea Challange.
Year(s) Of Engagement Activity 2021
 
Description British Council DICE Digital Indonesia - Awarded Project Community of Practice 
Form Of Engagement Activity A formal working group, expert panel or dialogue
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Introductory Community of Practice meeting drawing on the expertise developed for and as part of the ACES' project and applying it to a bid and award for a British Council DICE (Developing Inclusive Creative Economy) Digital project in Indonesia with the ACES' Indonesia team.

British Council DICE Community of Practice lead reports:
"Dear Richard and Dom, (and I'm sorry I didn't get a chance to meet you Arun),

Thank you so much for making time to meet with me last week, I was very inspired by your experience, and it's been resonating with everyone I mention 'playful sprint' to, they all want to know more about you!

As you'll see, your expertise is also feeding into my thinking about how we might structure the community of practice.

As I meet other partners in the DICE Digital cohort I was wondering if one way of 'showing rather than telling' some of what you all do would be to use tools you've each developed as part of the community of practice sessions. I had already been thinking about using drawing as a way of doing something offline and your wonderfully simple yet powerful drawing of imagining a goal (in this case, the community of practice itself) and then sketching ways to reach it is a perfect tool for that - I was wondering if you'd be open to discussing how to bring it in, if you would like to facilitate its use?

Or perhaps there are others of your playful methodologies that you wish you could use (I'm still sad thinking you can't use this pedagogy with your own students due to the institutional processes); I'd be open to thinking briefly together about what might be appropriate for this community that you'd like to share.

Let me know your thoughts, and happy to chat through.
Warmly,
Marci"
Year(s) Of Engagement Activity 2021
 
Description Business Model Canvas for entrepreneurship 
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 Professional Practitioners
Results and Impact This followed on from the "Playful methodologies for entrepreneurship" session through a specific focus on Business Model Canvas as a tool for Kyrgyzstan British Council Creative Spark entrepreneurs.
Year(s) Of Engagement Activity 2021
 
Description Capabilities survey in Vietnam 
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 workshop with Vay Nua ethnic boarding primary and secondary school, Cao Thang primary and secondary school, and Thong Nhat primary and secondary school, for evaluating education related Capabilities and Motivation Measurement Study (based on the capabilities framework) (49 teachers and 249 students), 01 -15/11/2021
Year(s) Of Engagement Activity 2021
 
Description City of Culture Trust Future Leaders LEGO Serious Play and Sprint 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Policymakers/politicians
Results and Impact In 2019, Arts Council England Transforming Leadership Programme funded eighteen projects to support that the leadership and workforce of the arts and culture sector reflect the diversity of the country, indicating that there are fair routes to entry and progression.

The City of Culture Leadership Programme (CoCLP) was the successful project bid by Coventry City of Culture Trust and Tomlins has been the Coventry University steering group member.

The bid's joint aim was to both support Transforming Leadership and the legacy aims of Coventry UK City of Culture 2021 (CoC21).

To be delivered over 24 months, the core aims of the CoCLP have been to:
¦ Enhance the diversity of leadership in Coventry's cultural and creative sector to reflect the city's demographics
¦ Develop great, skilled cultural leaders embedded in the city of Coventry
¦ Inspire social change through cultural leadership.

Given these aims, the objectives are to:
¦ Develop and support 15 people who want to change the city, and be the next cultural leaders in Coventry
¦ Target unequal access to cultural management and leadership opportunities in Coventry
¦ Bring forward established, independent and emerging leaders from Coventry's BAME communities to support the legacy of UK CoC 2021
¦ Support the legacy of UK CoC 2021 - CoCLP is expected to deliver against the key outcomes and impact of UK CoC 2021. The 15 are showing enhanced leadership potential and practice and there is greater recognition in the sector of the skills and diversity from which it can benefit.

This particular session built on the earlier session on "Playful methodologies for business planning" to operationalise and business plan future creative economy needs.
Year(s) Of Engagement Activity 2021
 
Description Co-creation Special Interest Group 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Other audiences
Results and Impact Presentation and discussion on the development of a co-creation approach to the ethics for research data collection regarding a social chnage initiative in the Indonesian village labeled as the "Idiots' Village".
Year(s) Of Engagement Activity 2021
 
Description Co-creation Special Interest Group presentation 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Other audiences
Results and Impact Presentation of development of co-creation of research ethics as part of the Indonesian case study of intervention in the labelled "Idiot's Village" to Coventry University Co-creation Special Interest Group.
Year(s) Of Engagement Activity 2021
 
Description Co-design workgroup for The Green Playground with stakeholders at Nguyen Tat Thanh school - Phase 2 Part 1. 
Form Of Engagement Activity A formal working group, expert panel or dialogue
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Schools
Results and Impact 01-15/11/2021
Co-designing The Green Playground with stakeholders at Nguyen Tat Thanh school - Phase 2 (after data collection cycles)- Part 1.
Participants included:
1. Head of Hoa Binh College of Education and Nguyen Tat Thanh school
2. ACES Vietnam Team (n=5)
3. Community Actors/Sponsors (n=3)/ Designer (n=1) Parents (n=5)
4. Students (n=90) and Teachers (n=40)
Year(s) Of Engagement Activity 2021
URL https://aces.gchangers.org/case-studies/green-playground/
 
Description Design Sprints 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Policymakers/politicians
Results and Impact Design Sprints was a session drawing on the original Newton Funded inspiration to develop a bespoke Design Sprint approach which in this case was repurposed for delivery to UK Civil Service Future Leaders demonstrating excellent knowledge transfer.
Year(s) Of Engagement Activity 2021
 
Description Engagement meeting with Chumbaka Sdn Bhd and Junior Innovates 
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 For the Junior Innovates competition, Chumbaka has asked the team to complete an online teacher training course with their coaches. The ACES team was invited to participate in the competition as judges. The Memorandum of Understanding has been signed.
Year(s) Of Engagement Activity 2021
 
Description Engagement meeting with Exploria Malaysia 
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 Three members of Exploria Malaysia participated in the Zoom meeting with the ACES team discussing future collaboration. Exploria Malaysia expressed their interest in collaborating as they are also focusing on learning STEM subjects at home through their DIY kits (the kits are sold on their website). Impact: MoU signing is on the way.
Year(s) Of Engagement Activity 2021
 
Description Environmental Health & Recycling, with EM Bokashi (DBKU) and Reading Corder Book Launch organised by Pasir Pandak & Pasir Panjang village Neighbourhood Pillars in collaboration with UNIMAS Academic Staff Association. 
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 It was a 1-day program at Pasir Pandak, and Pasir Panjang village where the ACES team organised a playful session on recycling with children from Pasir Pandak and Pasir Panjang, besides engaging with the women and youth about environmental health and degradation of pollution without proper waste management. The programme included the SDGs topic in the games which acts as exposure on climate change and recycling to the children at the village. The impact of the programme is that the children now understand how to segregate recyclable and non-recyclable waste. The book launch for a reading corner event was also officiated that day.
Year(s) Of Engagement Activity 2021
 
Description Escape Game at Thai Nguyen Province, Vietnam 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Undergraduate students
Results and Impact 35 students were engaged in the Escape game has been designed and adapted in the delivering Innovation and Entrepreneurship course to students of Thai Nguyen University. This is a pilot activity to test the playful approach, which will be adapted for other activities in the schools.
Year(s) Of Engagement Activity 2020
URL https://fb.watch/3G6J_95DHK/
 
Description FabLab 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Professional Practitioners
Results and Impact Discussion on creating a fabrication lab on a debilitated UNIMAS bus where creation of ideas takes place with 4 lecturers from the Faculty of Built environment. The team discussed what are expected to be included in the bus and the initial design of the bus interior. The team was able to acquire a bus from UNIMAS. The interior design will be developed by the team from Faculty of Built Environment
Year(s) Of Engagement Activity 2020
 
Description Facilitator training workshop with The Kalsom Movement - A virtual workshop to train the facilitators from The Kalsom Movement organisation. 
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 The 3 hours virtual workshop was to introduce the playful approach in facilitating activities to the facilitators. There were 55 facilitators, comprising of Malaysian students from over the world, attending the workshop. The immediate outcome of the workshop is the gameful approach taught in this workshop will be brought to the next workshops to be done with groups of school students and teenagers coming from marginalised communities in Malaysia.
Year(s) Of Engagement Activity 2021
 
Description Game Design Thinking with ACES research team 
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 Introduced PLAY approach using LEGOs and game design with 8 ACES research members. The team is multidisciplinary which sparks questions on how to use gamification approach in their field and discussion on possible ways of how the approach can be used were conducted afterwards. The team has created 3 games for the community (4R innovation board game, Kira-kira and Innovaste)
Year(s) Of Engagement Activity 2020
 
Description Game Design Thinking workshop with Faculty of Built Environment, UNIMAS 
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 half day workshop to introduce game design thinking to the 7 lecturers from FBE. Introduced PLAY approach using LEGOs and designed busses with game and design elements to address SDGs. The lecturers find the session enjoyable and are more open towards the gamification concepts and interested to use the approach in their teaching and learning.
Year(s) Of Engagement Activity 2020
 
Description Game innovation through ACES research team co-creation session 
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 co-creation session participated by the ACES research team members including the Research Assistants to design games that can be used to address selected SDGs. Three games have been created by the team. The games created are expected to be able to address selected SDGs in the community. The 3 games created were Kira-Kira (Count), Innovaste and 4R innovation which focused on Mathematical skills and also, waste management. The game has yet to be tested at the community due to Malaysian Movement Control Order (MCO).
Year(s) Of Engagement Activity 2020
 
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 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 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 How to make a better participant information sheet for makers with a playful approach? 
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 It is necessary to investigate and confirm the concept of the participant information sheet that is appropriate to the level of makers with a frugal and playful approach.
The Covid-19 pandemic makes the makers need a more effective method of explanation with a frugal and playful approach
Creating Participant Information Sheet (PIS) with fun game methods like STEM and eco print
March 2021 to November 2021 in Karangpatihan Ponorogo
50 artists (playful aspect); 20 teacher trainees (Harapan Mulya Volunteers); 2 policymakers (Head of Karangpatihan and Rumah Harapan Mulya)
Year(s) Of Engagement Activity 2021
 
Description Initial discussions on a big idea: An ACES-modelled playground (later specified as The Green Playground - Phase 1) - Vietnam 
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 April 2021 - June 2021
A set of discussions with the heads of Hoa Binh College of Education (previously known as Hoa Binh Teacher Training College) and Nguyen Tat Thanh school on the need for a playground that could first apply the ACES model and then combine the ACES model with a cultural/ethnic playground (Data collection - Cycle 1)
Year(s) Of Engagement Activity 2021
URL https://aces.gchangers.org/case-studies/green-playground/
 
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 PRESSTV on serious games 
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 Public/other audiences
Results and Impact The interview was part of the content of PRESSTV segment [at 15:50] on games, gaming and serious purposes of games such as education and health. Sylvester was interviewed as an expert in game-based learning, gamification, and serious games.
Year(s) Of Engagement Activity 2020
URL https://www.presstv.com/Detail/2020/01/30/617426/Insert-Coins-to-Play
 
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 Kampus Mengajar Students and Teachers: Frugal and Playful Aspect Analysis Survey 
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 necessary to investigate and confirm the effect of frugal and playful learning aspects on resilience for Indonesian students and teachers
The Covid-19 pandemic has made students need more effective learning methods with frugal and playful aspects and in accordance with the curriculum of the Ministry of Education and Culture while maintaining student resilience.
Creating a fun learning method concept such as water purification (aligned with the Kemdikbudristek Kampus Mengajar program and adapted to the Kemdikbudristek curriculum)
July 2021 to December 2021 in Sidoarjo (SDN Klantingsari 1 Sidoarjo and SDN Klopoten 2 Sidoarjo)
Total 304 students (playful aspect); 11 teacher trainees and 12 school teachers (Kampus Mengajar - Playful and Frugal Aspects); 2 policymakers (heads of school) - qualitative
Year(s) Of Engagement Activity 2021
 
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 Knowledge Transfer 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Undergraduate students
Results and Impact 6 playful interventions through Visiting Professor lectures to UMPO undergraduate students around the UK Higher Education system and playful and disruptive business education.
Year(s) Of Engagement Activity 2021
 
Description Kuppa Kopi 21 Disember 2021: PlayLabGC UNIMAS - Radio Televisyen Malaysia(RTM) Sarawak interview - i. 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 Local
Primary Audience Public/other audiences
Results and Impact A casual 30 minutes interview with PlayLabGC mural team members (from Faculty of Applied and Creative Arts, UNIMAS) led by Miss Nurhaslina Senin together with the ACES team members. The interview was divided into 2 settings (studio and on-site), aimed at explaining the inspiration behind the PlayLabGC project, and also highlights the ACES project on social resilience to the public. Tan Chong Eng and Jacey-Lynn Minoi were interviewed at the studio. During the interview, the importance of playful learning in nurturing creative thinking skills which are one of the 21st-century skills was also mentioned.
Year(s) Of Engagement Activity 2021
URL https://rtmklik.rtm.gov.my/series/2-1746/1029347
 
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 MBA presentation 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Postgraduate students
Results and Impact Presentation to MBA students on the role of playfulness in creativity and innovation.
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 Kalsom Movement executive committee 
Form Of Engagement Activity A formal working group, expert panel or dialogue
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Public/other audiences
Results and Impact The Kalsom Movement expressed their interest in collaborating in their facilitators training on gamification approach in conducting activities. There have been two workshops conducted with them. The Memorandum of Understanding has been signed.
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 Military Veterans Business Model Canvas 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Other audiences
Results and Impact This session was delivered to Ukraine Military Veterans through a Programme funded by the Finnish Government.

It focused on delivery of Business Model Canvas training, support and feedback as a means of enabling Veterans' business development.
Year(s) Of Engagement Activity 2021
 
Description Needs analysis carried out at Hoa Binh?College of Education and Nguyen Tat Thanh school for the playground development (cycle 1) 
Form Of Engagement Activity A formal working group, expert panel or dialogue
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Schools
Results and Impact June 2021 - October 2021

Needs analysis was carried out at Hoa Binh College of Education and Nguyen Tat Thanh school for the playground development.
Discussions on the master plan for the playground with:
1. Head of Hoa Binh College of Education and Nguyen Tat Thanh school
2. ACES Vietnam Team (n=5)
3. Community Actors/Sponsors (n=3)/ Designer (n=1) Parents (n=5)
4. Students (n=90) and Teachers (n=40)
Discussions on the Plans/Drafts/Sketches of the playground, considering local contexts, recourses, contributions of all the stakeholders
Year(s) Of Engagement Activity 2021
URL https://aces.gchangers.org/case-studies/green-playground/
 
Description Nudging SDGs in Research Day 1 - SDGs workshop by our team members as speakers organised by University Sustainability Centre UNIMAS 
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 The 1 hour workshop discussed how to integrate SDGs in research. The workshop contents focused on introducing SDGs and further helped participants to understand the implementation of SDGs in their research.
Year(s) Of Engagement Activity 2021
URL https://www.youtube.com/watch?v=x0fXBFp7eHM
 
Description Nudging SDGs in Research Day 2 - SDGs workshop by our team members as speakers organised by University Sustainability Centre UNIMAS 
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 The 3 hour workshop introduced participants on how to integrate SDGs in research. On the second day, the participants were divided into 4 groups and asked to collaborate together in an activity on 4 topics which are - (1) Water treatment in Simunjan (2) Information about Covid-19 and alternative medicine in Bau (3) Women Empowerment in UNIMAS - equality in the workplace (4) Agriculture - Smart farm in the Borneo Highland. The participants need to address the problems that they think happened and the ways to solve them based on the topics. At the end of the discussion, every team has to present their findings to other teams. The content was focused to assist the participants to empathise and understand the problems that happened in the community.
Year(s) Of Engagement Activity 2021
URL https://www.youtube.com/watch?v=FVg3qJNV3tQ
 
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 Panel session at the Games4Change Latin America Dec 2020 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Panel session between Sylvester Arnab (ACES PI) and Richard Tomlins (ACES Co-I) on ACES at the Games4Change Latin America, discussing play and games for serious purposes. ACES was featured as an example for resilience development.
Year(s) Of Engagement Activity 2020
URL https://www.youtube.com/watch?v=meafMjbetKk
 
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 PlayLabGC mural - The PlayLab Bus is a product of the STEMBucket© programme, which converted a dilapidated school bus into a Playful-STEM lab for youngsters to investigate STEM-related subjects. The PlayLab Bus, on the other hand, has a dual purpose: it provides a platform for the university's rising artistic talents to express themselves. The students involved in the initiative pushed their creative and problem-solving skills to new heights as they applied their classroom knowledge and tactics 
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 The PlayLab Bus project was chosen by their Supervisor as part of their Industrial Training because the chance to create conceptual artwork on a bus was difficult to come by, and the project would allow the students to experience a real working environment whereby they would have to communicate with clients and lecturers from different faculties as they present their ideas to them, critically solve design and technical challenges as well as develop linkages amongst students and lecturers leading to possible future collaboration. The PlayLab Bus project also provided them with a platform to explore their creativity under challenging circumstances, and test their skills in meeting the expectations of their clients.
Impact - The bus has since gathered attention and social media presence from the UNIMAS students and staff upon completion. The impact of the mural was the bus and the ACES project has been featured on TVS Sarawak which is the local news station in Sarawak, Malaysia.
Year(s) Of Engagement Activity 2021
URL https://creativeculture.my/playlab/
 
Description Playful Design Thinking towards Sustainability and Innovation Workshop organised by University Sustainability Centre UNIMAS - A workshop on playful design thinking by our team members 
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 The 3 hour workshop featured playful design thinking concepts and how to apply them in real life. The participants consisted of academicians and non-academician at UNIMAS. One of the activities required the participants to think about the log jams problem in Sarawak rivers, especially in rural and remote areas and brainstorm in groups about the matter. The discussion used Mural as guidance where participants were given situations that may happen at the community level and pitched in their ideas according to the community, community and government, and government/NGOs perspectives.
Year(s) Of Engagement Activity 2021
URL https://www.youtube.com/watch?v=FsKxIqfps6s
 
Description Playful Water Filter (STEMBucket) activity at Telok Melano - An hour hands-on session where the students were required to build their own water filter using materials that can be found in their surroundings. The team showcased and guided the students throughout the programme. 
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 The impact of the activity was that the children were able to build their own water filter and understand how the water filter works. The content of the activity focused on using the playful approach in learning STEM subjects and also SDGs. Another goal of the programme is also to show the students' parents (especially their mothers) that learning can be playful and can take place outside of the classroom. The outcome of the activity is during the next site visit, the children will have to do the STEMBucket activity at home with their parents.
Year(s) Of Engagement Activity 2021
 
Description Playful learning for developing social resilience - Follow up activities in Vietnam 
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 Workshop with Dung Phong school, which involved teachers and students co-designing activities based on the guideline provided by the ACES team in the workshop.
22-23/04/2021 to June 2021
Year(s) Of Engagement Activity 2021
 
Description Playful learning for developing social resilience - Follow up activities in Vietnam 
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 Workshop with Noong Luong school, where teachers and students co-designed activities based on the guideline provided by the ACES team in the workshop.
24/04 -25/04/2021 to June 2021
Year(s) Of Engagement Activity 2021
 
Description Playful methodologies for entrepreneurship 
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 Professional Practitioners
Results and Impact Recording on Playful methodologies for entrepreneurship for British Council Kyrygstan Creative Spark project.
Year(s) Of Engagement Activity 2021
 
Description Playfulness tools for entrepreneurial value 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Other audiences
Results and Impact This was an Enterprise Educators UK Conference hosted by Coventry University and including presentations on tools drawn from and inspired by the Newton and Newton Impact projects and ACES ESRC award
Year(s) Of Engagement Activity 2021
 
Description Poster Activity: Designing your dream playground at Nguyen Tat Thanh school (data collection cycle 2) 
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 01/11/2021
Poster Activity: Designing your dream playground at Nguyen Tat Thanh school (data collection cycle 2)
Engaged with students (Y6) (n= 25)
Students presented their ideas on their dream playground, and their co-creation of the Playground
Students evaluated the Playful Aspects of the Poster Activity
Year(s) Of Engagement Activity 2021
URL https://aces.gchangers.org/case-studies/green-playground/
 
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 Press coverage on the ACES Green Playground in Hoa Binh Newspaper 
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 Press coverage on the ACES Playgorounf as a best practice.
Year(s) Of Engagement Activity 2022
URL http://baohoabinh.com.vn/en/6/7099/Green-Playground-inaugurated-in-Nguyen-Tat-Thanh-High-Quality-Pra...
 
Description Recycling theme gameful activity for children at Telok Melano - A play activity run by the team to expose children and teenagers aged 8-16 at Telok Melano to recycling. The team set up four-game stations with different gameplay to ensure that the children have a playful experience. 
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 A 1-hour programme where the awareness of the children towards recycling was strengthened through 4 station games. The children have to finish all 4 games to collect stamps to get prizes. The game was a picture and word puzzle on aquatic lives, how the children can save aquatic lives and how to segregate their rubbish. Prizes were given to the first 9 children who managed to collect all the stamps. The programme's impact was that the children now know what items that they found around them can be recycled, and how this can be done.
Year(s) Of Engagement Activity 2021
 
Description Reimagining Remote Teaching webinar with CALM, UNIMAS - An academic training webinar organised by the Centre for Applied Learning and Multimedia (CALM), UNIMAS as an academic training for UNIMAS staff. 
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 60 participants participated in the 1 hour webinar discussing deconstructing learning experience to enable effective remote teaching and ideas on creating a conducive learning environment that encourages social interaction. The participants were university academicians with knowledge in education and their own respective expertise. The webinar is one of many topics in academic training organised by the CALM, UNIMAS for all academic staffs and the videos are uploaded on YouTube for the public to view and reference.
Year(s) Of Engagement Activity 2021
URL https://www.youtube.com/watch?v=X5M_FyUKyyo&t=4s
 
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 STEMBucket: Water filter activity with children in collaboration with UNIMAS undergraduate students - A 1-hour water filter activity facilitated by the Project Management, Human Resource Development (HRD) undergraduate students throughout Malaysia. 
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 impact of the activity, children from around Malaysia have been exposed to the STEMBucket water filter activity through the assistance of HRD undergraduate students. The video tutorials created by the team on making the water filter were used as an aid in explaining the activity to the children. The feedback from the children were positive - such as: "Very interesting activity" - Child A "Would like to join again" - Child B. Most of the children enjoyed the session on creating their own water filters and look forward to participating in the future activities.
Year(s) Of Engagement Activity 2021
 
Description STEMBucket: Water filter virtual workshops with the students from the Human Resource Development (HRD) at UNIMAS - The aim of the virtual workshop sessions were to introduce water filter activity and to train the facilitation and observation skills with students to prepare them in advance to mini workshops with their communities. 
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 2 virtual workshop sessions with the undergraduates students from UNIMAS. In the first session, the team introduced the water filter activity to 5 HRD students, who would later (second session) lead their peers in conducting the activity with children in their community. The impact of the workshop is that the HRD students have to later assist children in their community to create their own water filter at home.
Year(s) Of Engagement Activity 2021
 
Description Sejahtera Asia Ep 298: PlayLab, Projek Inovasi Pop Up Lab UNIMAS - 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 Public/other audiences
Results and Impact A casual 20 minute interview with the ACES Malaysia project lead, Jacey-Lynn Minoi about the PlayLab UNIMAS and the ACES project. The outcome of this interview is the promotion of a playful approach in STEM learning for 21st century skills, and the function of the PlayLabGC bus for the public interest. A short question and answer session with the TV presenters further discussed the PlayLabGC bus project status, the relation of the project with water supply and electricity, and STEM learning for students.
Year(s) Of Engagement Activity 2021
URL https://www.youtube.com/watch?v=Wb5HshX_Qoo&list=PLPuACEqdN1IvG1Y1zGFsbaS5t9Bi-e1db
 
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 Sejahtera Asia: Aplikasi Tenaga boleh diperbaharui di kawasan luar bandar - 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 Public/other audiences
Results and Impact The content of the interview was on green energy and power particularly for rural places. The PlaylabGC bus details were also included in the news. Tan Chong Eng was interviewed as an expert in green energy, power and network applications. Impact - The interview was an impact of the previous interviews on the PlayLabGC bus mural and Gamification Seminar 2021, a local television channel interested in covering projects done in ACES.
Year(s) Of Engagement Activity 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 Students and Teachers of Solo Mengajar: Abilities and Motivation Aspect Analysis Survey 
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 necessary to investigate and confirm the effect of capability and motivation on resilience for non-formal students and teachers in Indonesia.
The Covid-19 pandemic has forced students and volunteers at Solo Mengajar to need more effective learning methods with frugal and playful aspects as well as analyzing their level of capability and motivation.
Creating the concept of fun learning methods such as STEM Frugal and Playful Concepts (distributed with the Solo City Education office program).
January 2021 to September 2021 (ACES Gamification Seminar #1 to ACES Gamification Seminar #7) in Solo Mengajar, consisting of several sub-districts that are evenly distributed in Solo Raya.
Total 1,200 students (600 controls and 600 experiments); 40 teachers participating in the training (Solo Mengajar); 3 policymakers (Surakarta City Education Office). Longitudinal (August 2021 obtaining 600 respondents (300 controls and 300 experiments) (pre-test) and August 2022, the 600 respondents will be sought again (300 controls and 300 experiments) (post-test)).
Year(s) Of Engagement Activity 2021
URL https://www.youtube.com/c/ReogifyUMPO
 
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 Thai-UK Higher Education Forum on how to approach potential partnerships effectively 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Policymakers/politicians
Results and Impact Thai-UK Higher Education Forum on how to approach potential partnerships effectively drew on Latin American (Brasil and Mexico) and South East Asian (Indonesian, Malaysian and Vietnamese) expertise on higher educational internationalisation and partnership.
Year(s) Of Engagement Activity 2021
 
Description The ACES project official Launch Webinar 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Schools
Results and Impact The project's launch webinar showcasing talks from UKRI GCRF, project PI and Co-Is from the 4 countries. We showcased the status quo upon which our project is building. We also demonstrate our playful learning principles and the connections with resilience development
Year(s) Of Engagement Activity 2020
URL https://aces.gchangers.org/launch/
 
Description The Green Playground Phase 2 Part 2 - Vietnam 
Form Of Engagement Activity A formal working group, expert panel or dialogue
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Schools
Results and Impact Stakeholders' co-construction and co-supervision the building of the Green Playground including Designer/Engineer's perspectives of the use of the playground as a pedagogical approach. Engaging with Hoa Binh College of Education and Nguyen Tat Thanh school, ACES Vietnam Team (n=5) , Community Actors/Sponsors (n=3), Designer/Engineer (n=1), Parents (n=5), Students (n=90), and Teachers (n=40) - Dec 2021.
Year(s) Of Engagement Activity 2021
 
Description The Green Playground Phase 2 Part 3 - Vietnam 
Form Of Engagement Activity A formal working group, expert panel or dialogue
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Schools
Results and Impact Discussion on the construction, safety, further improvements, and maintenance of the Green Playground before the hands-on and Grand opening at Nguyen Tat Thanh school. Engaging with ACES Vietnam Team (n=5), Representative of Head of Hoa Binh College of Education (n=2), and Designer/Engineer (n=1) (26/12/2021).
Year(s) Of Engagement Activity 2021
URL https://aces.gchangers.org/case-studies/green-playground/
 
Description The Green Playground Phase 2 Part 3 - Vietnam 
Form Of Engagement Activity A formal working group, expert panel or dialogue
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Schools
Results and Impact Discussion on the construction, safety, further improvements, and maintenance of the Green Playground before the hands-on and Grand opening at Nguyen Tat Thanh school. Engaging with ACES Vietnam Team (n=5), Representative of Head of Hoa Binh College of Education (n=2), and Designer/Engineer (n=1) (26/12/2021).
Year(s) Of Engagement Activity 2021
URL https://aces.gchangers.org/case-studies/green-playground/
 
Description The Green Playground Phase 3 - the Launch in Vietnam 
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 Grand opening of the Green Playground at Nguyen Tat Thanh school, promoting the ACES model and The Green Playground as a pedagogical and a need-based approach for the curriculum transformation, i.e., the teaching of Local Education and the promotion of ethnic cultures. Collecting stakeholders' perspectives of the use of the playground as a pedagogical approach (Data collection - Cycle 3) - 04/01/2022. Engaged with all the participating stakeholders, Social Media, and Department of Education and Training - Hoa Binh (n=300).
Year(s) Of Engagement Activity 2022
URL https://aces.gchangers.org/case-studies/green-playground/
 
Description Time to Rice Workshop - The workshop presents practical ideas for Science teachers to integrate local issues about Climate Change, and the impact they have on food security, specifically Rice. The workshop takes participants on a journey where Nasi Lemak becomes extinct as Rice becomes scarce. Through a series of carefully designed interactive activities, participants will co-create interventions and solutions which are relevant to the local values and lifestyles. The key takeaway for Science t 
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 was a 1.5 hours workshop organised between the Gamification Centre and Time-to-RICE where the teachers got to co-create on canvas and gamify Climate Science Communication with the Time to Rice team. The participants got to experience the game simulation during the co-creation process. The participants got to understand their role and other parties (miller, wholesaler, retailer) roles in the process of producing rice before it gets to the consumers.
Year(s) Of Engagement Activity 2021
URL https://www.youtube.com/watch?v=SqsldlI0AEU
 
Description UNIMAS ENCON 2020 - ACES Special track 5: Social Innovation STEM+ Education 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Introducing current ideas in STEM+ education, how educators can realign their roles and pedagogical approaches to 131 registered participants via Webex and Zoom applications. Some of the participants stated they were inspired by the session and interested to try out the gamification approach in their field.

Introduced STEM+ education, ACES project, trends and technologies in STEM+ education, pedagogical strategies for deep learning and game design thinking (brainwork breakout, and idea pitch and patch)
Year(s) Of Engagement Activity 2020
 
Description UNIMAS akan lancar projek penyelidikan antarabangsa secara maya - Utusan Borneo: a press release 
Form Of Engagement Activity A magazine, newsletter or online publication
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Media (as a channel to the public)
Results and Impact A local news article covers what ACES project is all about in layman terms, the organizations involved mainly in the project, promoting the project and the project launching webinar.
Year(s) Of Engagement Activity 2020
 
Description Using play concept to lift youth unity - Sarawak Tribune: a press release 
Form Of Engagement Activity A magazine, newsletter or online publication
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Media (as a channel to the public)
Results and Impact A local news article covers what ACES project is all about in layman terms, the organizations involved mainly in the project and why social resilience is important nowadays in facing the pandemic.
Year(s) Of Engagement Activity 2020
 
Description Veterans Business Model Planning follow up session 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Other audiences
Results and Impact This session involved a reflection on Veterans' use of Business Model Canvas and a review and refiresh.
Year(s) Of Engagement Activity 2021
 
Description Women empowerment programme at Telok Melano - A two-day programme was organised by the team to approach women at Telok Melano village to understand their life and background better. 
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 The casual programme allowed the team to approach the women and gather information about their socioeconomic and education. The team designed a set of structured questions in gathering the data. 5 women voluntarily shared about their life at Telok Melano. Most of the women own a homestay(s). Also, most of the kids or young adults of the village are studying or living in the city. The outcome of the programme is that the data gathered will be used to design the next programme with the women in the community.
Year(s) Of Engagement Activity 2021
 
Description Workshop in Hoa Binh Province - Playful teaching practices 
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 30 Secondary teachers and students were engaged on playful teaching practices as the onboarding part of the case study implementation (playful school).
Year(s) Of Engagement Activity 2020
URL https://www.facebook.com/ACES.Vietnam
 
Description Workshop in Hoa Binh Province Vietnam - Frugal Education for Developing Social Resilience 
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 30 Secondary teachers and studentswere engaged. The Vietnam team explored teacher's reflection on one successful/impressive lesson, success factors, potential challenges of Frugal education, possible solutions, and suggestions. This activity has formalised case studies to be developed and implemented in the Hoa Binh Province.
Year(s) Of Engagement Activity 2020
URL https://www.facebook.com/ACES.Vietnam
 
Description Workshop in Hoa Binh Province Vietnam - Playfulness towards an inclusive, safe and resilient society 
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 56 Primary and secondary teachers were engaged. The aim of the workshop was for needs analysis. We identified teachers' perceptions of Strengths/ Weaknesses/ Threats/ Opportunities (SDGs and Resilience). Evaluation of the effectiveness of the workshop included teachers' perceptions and readiness for playful learning and being an ambassador.
Year(s) Of Engagement Activity 2020
URL https://www.facebook.com/ACES.Vietnam
 
Description Workshop in Hoa Binh Province, Vietnam - Community-Centred Educational Model 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Policymakers/politicians
Results and Impact A workshop organised for Officers, managers from Departments of Education and Training, Hoa Binh Teacher Training College. The aim was to connect and introduce ACES project and to discuss the access the site, permission for doing research in Hoa Binh, how to conduct surveys / interviews to collect data related to SDGs and Resilience with different groups of people.

Case studies have been identified and locations for research have also been identified through this activity.
Year(s) Of Engagement Activity 2020
URL https://www.aces.edu.vn/
 
Description Workshop on Playful learning for developing social resilience in Vietnam 
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 22-23/04/2021
A follow on workshop with Dung Phong primary and secondary school (Dung Phong school), engaging with 17 teachers and 154 students. Objectives included:
- Capability surveys for Teachers and Students
- Evaluation on the playful aspects and the effectiveness of the workshop
Year(s) Of Engagement Activity 2021
 
Description Workshop on Playful learning for developing social resilience in Vietnam 
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 24-25/04/2021
Follow on workshop with Noong Luong ethnic boarding primary and secondary school (Noong Luong School) , engaging with 10 teachers and 104 students. Objectives included:
- Capability surveys for Teachers and Students
- Evaluation on the playful aspects and the effectiveness of the workshop
Year(s) Of Engagement Activity 2021
 
Description Workshop on playful teaching practices (follow up activities from previous workshops) in Vietnam 
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 14/01/2021 - 14/02/2021
A follow up workshop with Nguyen Tat Thanh high quality practical school (Nguyen Tat Thanh school), engaging with 45 teachers and 500 students. Objectives included:
- teacher's reflection on one successful/impressive lesson
- success factors
- potential challenges of Frugal education
- possible solutions and suggestions.
- Co-creation of lesson plans using Playful and Frugal Aspect
Year(s) Of Engagement Activity 2021
 
Description e-edutour2021 by Faculty of Language and Communication, UNIMAS 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Postgraduate students
Results and Impact A 1 week online programme organized by Faculty of Language and Communication, UNIMAS partner with Utsunomiya University, Japan participated by 32 students from both universities. The programme is an annual event and aims to create a learning experience beyond the lecture and tutorial room. The programme included the SDGs in their English lessons which has the same goal with the ACES project.
Year(s) Of Engagement Activity 2021