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.

Sibu, Mukah, Bintulu, Limbang

Sarawak, Malaysia.

SDG 4: Quality Education
SDG 11: Sustainable Cities and Communities
SDG 15: Life on Land

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

Gamifying STEM Case Study Narrative

Downloadable PDF (229 kb)

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.