SIGG UNLEASHES INNOVATION AND CREATIVITY AMONGST YOUNG INVENTORS

sigg2018

UUM ONLINE: Sintok International Games and Gamification (SIGG) 2018, organized by the Universiti Utara Malaysia (UUM) Innovation and Commercialisation Centre (ICC), can become a platform to unleashing youths’ creative ideas and innovative talents in line with the demands of 21st century learning and the Fourth Industrial Revolution era (IR4.0).

The Dean of the School of Quantitative Sciences, Prof. Dr. Sharipah Soaad Syed Yahaya said that SIGG was created to support Learning and Facilitation (PdPc) activities.

She said learning system which employs the game and gamification had been adopted by thousands of educators including by teachers at schools to nurture the 21st century skills at their respective learning centres.

"SIGG 2018 is a game-related and gamification competition programme that aims to implement a flexible learning approach in line with current changes.

"SIGG also supports creative industry academic programmes towards the commercialization and intellectual products and services as well as providing more benefits and ideas to researchers and academia to produce new research and attract the public’s attention," she said at the SIGG 2018 Launching Ceremony at Tan Sri Othman Hall, yesterday.

Prof. Dr. Sharipah Soaad further reiterated that the programme provided young people with the best platform to discover their talents as inventors and ultimately lead them to the career path of digital or technology entrepreneurs.

She also expressed hope that participants including the organizers could uncover more creative ideas and innovation talents found amongst youths involved in game and gamification technology.

Meanwhile, Chairman of SIGG 2018 cum Director of ICC , Assoc. Prof. Dr. Razamin Ramli, said SIGG 2018 was organised for the second time after receiving encouraging response last year.

"SIGG provides a unique platform for students from both schools and institutions of higher learning, academics, researchers, entrepreneurs and members of public who are interested in areas related to education and creative industries.

"Here, they can exchange ideas, experiences and each other’s innovative products which are related to games and gamification," she said.

She also added that knowledge sharing through the programme could also provide new leads and directions for research projects, prototype development, commercialization and entrepreneurial activities in this increasingly popular field.

She also expressed hopes that SIGG could open up better networking opportunities for all those interested in education, creative industries and digital economics, whilst promoting understanding of Science, Technology, Engineering and Mathematics (STEM) education.

The competition featured nearly 100 innovative products from various categories including from schools and institutions of higher learning that involved educators and students as well as representatives from the industry from across the nation.

Amongst the exhibits on display were Biz Game, Save Earth!, CeriaCrowd - A Gamified Anti-Cyberbullying App, Prof O: A New Superhero, Math Garden, Les Étudiant Kitchen Story, Halal Explorer, Fraction Cipher, Escape, Dengue Patrol Squad, Learning is Fantastic AKA BREAK THE LIMIT and Stories in the Al-Quran.

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SIGG CUNGKIL BAKAT INOVASI DAN KREATIVITI PEREKA CIPTA MUDA

UUM ONLINE: Sintok International Games and Gamification (SIGG) 2018 anjuran Pusat Inovasi dan Pengkomersilan (ICC), Universiti Utara Malaysia (UUM) mampu menjadi platform untuk mencungkil idea kreatif dan bakat inovasi anak muda selari dengan pembelajaran abad ke-21 dan era Revolusi Industri Keempat (IR4.0).

Dekan Pusat Pengajian Sains Kuantitatif, Prof Dr Sharipah Soaad Syed Yahaya berkata, SIGG diwujudkan sebagai sokongan dalam aktiviti Pembelajaran dan Pemudahcaraan (PdPc) yang menyeronokkan.

Katanya, sistem pembelajaran berkonsepkan teknologi permainan dan gamifikasi ini telah diguna pakai oleh ribuan pendidik termasuk di peringkat sekolah bagi membudayakan kemahiran abad ke-21 di pusat pembelajaran masing-masing.

Menurutnya, sistem pembelajaran tersebut dibangunkan dengan input daripada guru, pakar pendidikan dan ahli perniagaan untuk menerapkan kemahiran serta pengetahuan kepada pelajar agar berjaya dalam karier dan kehidupan.

“SIGG 2018 adalah satu program berbentuk pertandingan berkaitan permainan dan gamifikasi bertujuan untuk menerapkan pendekatan pembelajaran yang fleksibel selaras dengan perubahan semasa.

“SIGG turut menyokong program akademik industri kreatif ke arah pengkomersilan dan intelektual produk serta servis selain memberi lebih banyak manfaat dan idea kepada penyelidik dan ahli akademia untuk menghasilkan penyelidikan baharu dan menarik perhatian ramai,” katanya pada Majlis Perasmian SIGG 2018 di Dewan Tan Sri Othman, semalam.

Prof Dr Sharipah Soaad berkata, program itu juga adalah salah satu platform terbaik untuk anak muda mencungkil bakat sebagai pereka cipta yang seterusnya boleh menjurus kepada kerjaya usahawan digital atau teknologi.

Menurutnya, beliau berharap semua peserta termasuk pihak penganjur dapat mencungkil lebih banyak lagi idea kreatif dan bakat inovasi anak muda dalam permainan dan teknologi gamifikasi.

Sementara itu, Pengerusi SIGG 2018 yang juga Pengarah ICC, Prof Madya Dr Razamin Ramli berkata, SIGG 2018 adalah anjuran kali kedua selepas mendapat sambutan memberangsangkan tahun lalu.

“SIGG menyediakan platform unik untuk pelajar sekolah dan institusi pengajian, ahli akademik, penyelidik, usahawan serta orang awam yang berminat dalam bidang yang berkaitan dengan pendidikan dan industri kreatif.

“Di sini, mereka boleh bertukar idea, pengalaman dan hasil inovasi masing-masing dalam aspek berkaitan dengan permainan dan gamifikasi,” katanya.

Tambah beliau, perkongsian ilmu menerusi program tersebut dapat memberi petunjuk dan hala tuju baru untuk projek penyelidikan, pembangunan prototaip, pelaksanaan pengkomersilan dan aktiviti keusahawanan dalam bidang tujahan yang kian popular ini.

Katanya, beliau berharap SIGG dapat memberi peluang jalinan kerjasama yang lebih baik kepada semua yang berminat dalam pendidikan, industri kreatif juga ekonomi digital, sekali gus memupuk kefahaman tentang pendidikan Sains, Teknologi, Kejuruteraan dan Matematik (STEM).

Pertandingan ini mempamerkan hampir 100 produk inovasi daripada pelbagai kategori termasuk sekolah dan IPT yang melibatkan pendidik dan pelajar serta wakil industri di seluruh negara.

Antara yang dipamerkan seperti Biz Game, Save Earth!, CeriaCrowd - A Gamified Anti-Cyberbullying App, Prof O: A New Superhero, Math Garden, Les Étudiant Kitchen Story, Halal Explorer, Fraction Cipher, Escape, Dengue Patrol Squad, Learning is Fantastic AKA BREAK THE LIMIT dan Kisah Di Dalam Al-Quran.

Sumber berita :

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