5 DECEMBER 2019 | 9AM to 5PMMyCapsule Space, FCSIT UNIMAS
UNIVERSITI MALAYSIA SARAWAK94300 KOTA SAMARAHAN, SARAWAK
www.unimas.my
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TABLEOFCONTENT
The Event
CreativeCulture
Programme Schedule
Speaker Bio
Organising Comittee
Sponsors
48
1012
1617
“Games and
gamification both can
lead to high levels of
learner engagement
and motivation.”
-Karl Kapp
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THEEVENTWelcome to the 2nd Gamification Seminar 2019!
This year’s Gamification Seminar sets itself in Malaysia’s
vastest playground - Borneo, with the theme – Playful Frugal
Innovation. We lay our fingers on the pulse of playfulness
in truly frugal and innovative ways of addressing the
best practices to reflect playful learning as a sustainable
approach in education.
This year, the theme for our seminar is Playful Frugal
Innovation. You may be wondering, why Frugal? In our
dozens of encounters with educators in schools and
universities, we saw a resonating need for approaching
ideas for teaching in the most minimal cost approach
possible. The term “Frugal Innovation” was popularised in
recent years by Navi Radjou, who delivered a TED talk in
2017. He believed that human creativity is a natural, infinitely
renewable resource — and it’s coming up with smart, cheap
solutions to people’s biggest problems. Drawing on the
same idea, we believe as teachers and educators, we need
to continuously be creative and seek for creativity. Being
frugal means we need to use whatever resources we have
within our means, and creatively adapt the resources to align
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with our instructional goals. In Sarawak, where there are still
a large number of schools placed in locations where access
to technology and materials are scarce and limited. The lack
of resources should not be a hindrance but a motivation
to utilise personal and collaborative creativity. This year’s
seminar celebrates the co-creation of ideas which are
constructed through limited means and materials.
Leading education speakers have been hand-picked
to share their perspectives and experiences in using
gamification in learning. Practical hands-on sessions on how
to develop and adapt playful solutions to address learning
challenges, themes and topics are also specially crafted for
you to experience the playful design process. We hope, after
this seminar, you will be inspired to look for new exciting
ways to apply gamification in your school and workplace.
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CreativeCultureAs a background, we are the CreativeCulture research group
at UNIMAS (http://www.mycapsule.my), and we have been
working on international inter-disciplinary research on the
use of Gamification as an approach for teaching and training.
In the study, we have explored, exploited and experimented
the impact of arts, design and culture in enhancing creative
thinking, problem-solving and development in education
through game design and computational thinking. We
found that engagement with games is a powerful enabler to
inspire how learning experience can be designed playfully.
The long-term outcome of our CreativeCulture model is to
encourage the culture of higher-order thinking. We believe
our young learners should be given the best opportunities
to learn to think creatively and critically. We believe in the
power of Co-creativity. We have seen the impact of Co-
creation in the most remote classrooms in Borneo, and we
would like to try to advocate our playful methodology to
replicate the success. Our project contributes towards the
UN SDGs. We focused on leveraging and scaling up current
pedagogical practices to increase the quality of teaching
and learning in Malaysia. We found that, while access to technology
and training do not resonate with what happens in the classroom. We
firmly believe creative, and research-driven methodologies for creating
innovative teaching and learning resources are critical to a dynamic
curriculum of the 21st century. Our CreativeCulture project has been able
to open access for innovative educational techniques while empowering
teachers to be resourceful, playfully and engagingly.
Play in School:SERIOUSLY?
www.mycapsule.my
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PROGRAMMESCHEDULE Gamification Seminar 2019
myCapsule Space5th December 2019
8:30 AM Registration & Coffee
10:55 AM Tea Break
1:00 PM Lunch
3:00 PM CreativeCulture Showcase
3:45 PM Reflections and QnA
4:00 PM End of Session
11.15 AM Hands-on workshop: Co-creation
9:00 AM Welcoming Remarks
9:25 AM Invited Speaker: Dr Raymond Maurice Stephan Bujang, Sarawak State Education Department
9:40 AM Invited Speaker:Jane Huo Lee Ling, SK Kampung Baru
9:55 AM Invited Speaker:Chuah Kee Man, UNIMAS
10:10 AM Invited Speaker:Nazira Roslee, SK Putrajaya Presint 9(1)
10:25 AM Invited Speaker:Mohamad Azhari bin Abu Bakar, UNIMAS
2:00 PM Learning Science Showcase: Gamified Learning in Sarawak School
Invited Speaker: Muhammad Nazmi Rosli, SK Long Sukang Lawas
10:40 AM
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Dr Raymond Maurice Stephan Bujang is currently
the Assistant Director of Science in Science and
Mathematics Unit in Sector of Learning, Sarawak State
Education Department. He is the state coordinator
for STEM Education in Sarawak. His interests include
STEM, TVET, IOT, AI, VR, AR, Gamification, Thinking
Skills and Philosophy. He also promotes Gamification
in the execution of STEM learning and activities in
classroom, co-curriculum activities and competition as
he thinks that it is important to have fun learning and
game-based learning especially to the alpha and the
millennial generations of students in today’s primary
and secondary schools. He believes that this method
can encourage learners to explore, inquire and discover
knowledge by themselves while solving problems.
Dr Raymond Maurice Stephan Bujang
JPNS Assistant Director
SPEAKERBIO +++Dr Raymond Maurice Stephan Bujang+++
Jane Huo Lee Ling+++Chuah Kee Man+++Nazira Roslee+++
Mohamad Azhari bin Abu Bakar+++ Muhammad Nazmi Rosli+++
6inspirational
educators
Jane Huo Lee Ling is a primary school teacher in a
semi-rural school in Samarahan District. Her curiosity
in understanding how her students are learning in her
classroom made her enrol into UNIMAS’ Master of
Learning Sciences. She obtained insight about how
learning happens and how an educator can facilitate
the process. She constantly tries to keep her classes
interesting and lively by introducing different approaches
in the classroom. Gamifying lessons by integrating
student’s intrinsic motivation to play with educational
goals is an example of her approach.
Jane Huo Lee LingPrimary School Teacher
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Chuah Kee Man, a lecturer at the Faculty of Language
and Communication, has been toying with gamification
since his early venture into academia. As an avid gamer,
he has always been amazed by how game mechanics
and gameplay can stimulate behavioural and cognitive
changes in humans. His passion in gamification is
apparent not only in teaching and learning but also in
research in which several of his innovations have
won awards locally and internationally. His recent
award is a Gold medal at Malaysia Technology
Expo 2019 for his gamified literacy app for dyslexic
children. He strongly believes that activating the
right element that drives learners to learn is key for
gamification to work its wonder.
Nazira Roslee is a primary school teacher in Putrajaya
and teaches English and ICT. She frequently experiments
on teaching methods to increase learners’ use of the
English Language by providing a learning experience
that allows learners to engage with their peers and
the materials provided. To further increase the use of
the language outside the classroom, “There Has Been
A Murder” game was created using the Old Maid card
game for a new WhoDunnit storytelling experience. The
game was conceived through a mutual appreciation
of detective stories by Nazira and her student, Syasya
Qistina and Iman Safi.
Mohamad Azhari Bin Abu Bakar is a psychology
lecturer, at the Faculty of Cognitive Sciences and
Human Development. He has a high interest in applying
gamification as one of his teaching approaches to
scaffold students’ learning engagement. The trigger for
him to get involved in gamification was when he began to
use of the PLAY (Pick, Look, Activate, Yield) cards created
by the CreativeCulture team as a guide to prepare for
gamification lesson plans. To him, the execution of
gamification requires creativity and motivation, and
essentially with minimal costs. What makes him continue
exploring gamification practice is due to his students’
positive feedback and eagerness to play while learning
complex Psychology concepts and theories.
Mohamad Azhari bin Abu Bakar
Psychology Lecturer
Chuah Kee ManLinguistics Lecturer
Nazira RosliPrimary School Teacher
SPEAKERBIO+++Dr Raymond Maurice Stephan Bujang+++
Jane Huo Lee Ling+++Chuah Kee Man+++Nazira Roslee+++
Mohamad Azhari bin Abu Bakar+++ Muhammad Nazmi Rosli+++
Muhammad Nazmi Bin Rosli is a practitioner who is
currently teaching at SK Long Sukang Lawas. His passion
is to help Pedalaman pupils to receive the same quality
of education as urban pupils. Founding “Little Lessons
by Little Chuckee”, he uses gamification as one of the
approaches to teach in his classroom despite the lack
of facilities, internet and teaching tools in the school. He
will discuss the opportunities and challenges he faced in
introducing gamification in the Pedalaman and how he
has created solutions to tackle it effectively.
MuhammadNazmi Rosli
Primary School Teacher
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ORGANISINGCOMMITTEE
Associate Professor Dr Fitri Suraya binti Mohamad Hapni Joblie
Dr Jacey-Lynn Minoi
Dr Suriati Khartini Binti Jali
Emmy Dahliana Binti Hossain
Mohammad Ismail Jolhip
Timothy George Mintu
Chuah Kee Man
Noorhaslina Senin
Wee Bui Lin
Eaqerzilla Phang
Mohd Hafizan Hashim
MSc. Learning Sciences Cohort 12 and 13
SPONSORSThanks to all our sponsors