50 SK KELAWIT STUDENTS JOIN 'GAMIFICATION' | UNIVERSITI PUTRA MALAYSIA BINTULU SARAWAK CAMPUS
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50 SK KELAWIT STUDENTS JOIN 'GAMIFICATION'

BINTULU: A total of 50, Year 5 and 6 students of Sekolah Kebangsaan (SK) Kelawit Tatau participated in the 'Gamification' program which uses game methods in the teaching and learning process at the school on Monday.

The program involved the work of SK Kuala Annau and Universiti Putra Malaysia Bintulu Campus (UPMB) Sarawak involving knowledge sharing sessions on Science subjects as well as enhancing the understanding of science skills through games among students of Sarawak rural schools. 

UPMKB senior lecturer Dr. Fatin Hana Naning @ Zin acted as an observer also present in the program.

Program director, Parin Linting said, this knowledge sharing session is a continuation of the gamification and universal laboratory application program for subjects involved in SK Kuala Annau by UPMKB researchers.

"This community service programme is part of UPM's initiative to bridge the gap between Higher Education Institutions (IPT) and the community through the Knowledge Transfer Grant Scheme (KTGS)," he said in a statement here today.

She said the science teacher from SK Kuala Annau who had been exposed to the gamification method had shared the knowledge with the teachers and students at SK Kelawit in the program.

Meanwhile, Professor of SK Kelawit Bala Laja said, he was heartened by the willingness of SK Kuala Annau science teachers to share knowledge in this teaching and learning method in the hope that it would be able to spark students' interest in exploring science subjects.

He said, gamification refers to the use of game elements such as competition, rewards, challenges and achievements in a non-game context. "It can be an effective teaching methodology initiative especially for schools in rural areas facing unique challenges in providing quality education to students due to limited resources and geographical limitations," he explained.

Among the programmes were science experiments such as measuring the pH of the soil (testing the level of acid contained in the soil), construction of water filtration sets, science quizzes as well as skewer bridge construction activities.

She said the implementation of such programs directly supports the government's desire to enrich science and technology among the younger generation, especially students in rural areas.

By making the learning process more enjoyable, gamification can empower rural students to accept knowledge as a tool to understand the world around them and create a better future. 

"It is hoped that it can nurture and increase the interest of students to continue to empower science and technology in everyday life," he explained.


 

 

Date of Input: 06/10/2023 | Updated: 06/10/2023 | lanz

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