Gamifying STEM
Integrating Gamification into a Professional Development Programme for STEM Teachers
Case Study - Malaysia
Introduction
The team conducted a state-wide professional teacher development programme to train teachers to use Gamification to teach STEM subjects. It is part of a larger initiative by the State Government of Sarawak to increase STEM enrolment and English Language proficiency. The team partnered with a local teacher training college to run workshops over three months. More than 600 Science and Math teachers participated, and they learned instructional techniques to use traditional Malaysian games and playful STEMBucket challenges.
Target Audience
STEM Teachers who are teaching Primary Three, representing all 31 districts in Sarawak.
Aims & Objectives
The training programme was designed to introduce emerging pedagogical trends in teaching STEM Subjects. The programme was created in response to a current educational performance issue, which worried ministry-level officers about the low achievement rates among students in Sarawak, mainly since STEM subjects are taught in a Dual Language mode. The UNIMAS Gamification Centre was invited to join in the training, introducing pedagogical strategies to motivate students to learn STEM in a fun, engaging and motivating manner.
Resources
Timeline
The project ran over a period of 3 months, from August – October 2022.
ACES Malaysia
Learn more about the activities of the CreativeCulture team in Malaysia.
Visit the CreativeCulture website.
Sibu, Mukah, Bintulu, Limbang
Sarawak, Malaysia.