This is a presentation at IPID Asia (UCTS Sibu) on the 17th of December 2019, to introduce the work done by the CreativeCulture Research team in UNIMAS and Coventry University, with indigenous communities in Sarawak.
This document discusses digital storytelling as a classroom tool for literacy development. Digital storytelling allows students to create stories using various media like audio, graphics, and video. It promotes creativity and different learning styles. In the classroom, digital storytelling lets students learn technology skills while developing literacy. It also helps students organize information into narratives. When teachers use digital stories to instruct, it supports reading comprehension and language skills. Creating their own digital stories helps students improve writing, self-expression, and communication.
Access, Skills and Development in Africa: Local Knowledge in Local LanguagesMcNulty Consulting
油
This document discusses the Ulwazi Programme, a case study of a South African initiative to improve access to information, skills, and development in rural communities. The key points are:
1) The Ulwazi Programme is a wiki-based initiative run by eThekwini Municipality libraries to collect and share local knowledge and histories in local languages.
2) It aims to preserve indigenous knowledge, build digital skills, develop a sustainable digital library of local content, and promote social inclusion.
3) The program model involves collaboration between communities, libraries, and open-source technology to collect and validate community knowledge and make it accessible online.
4) It has experienced significant growth in visits, content,
This case study examines an e-learning platform for K-12 students that provides educational games. The platform hosts self-contained games developed independently in various subjects categorized by grade level. The games use an interactive game-based format to engage students. The business model relies on donations, grants, and volunteer work. While the low-cost model is effective, the study found that a lack of integration between games means the learning experience ends at the completion of each game rather than continuing across the platform.
Storybird is a digital storytelling platform that meets National Educational Technology Standards. It allows students to create interactive stories using artwork from Storybird's online catalog. Storybird helps improve students' literacy skills such as vocabulary, language development, identifying themes and genres. Students can practice fluency, collaborate, and publish their stories. Storybird offers a user-friendly interface for multicultural, individualized instruction. Teachers can create class accounts to customize learning activities for students with diverse abilities.
Hum@n Project: Digital Storytelling module: Storytelling with mapsKarl Donert
油
A series of presentations from the Hum@n Digital Humanities Project for higher education from the module on digital storytelling.
The module is organised into five parts:油
1. Stories, narratives and storytelling
2. Story-based learning
3. Digital storytelling油
4. Tools for digital storytelling
5. Using StoryMaps
By the end of this module, participants should be able to use storytelling in teaching, learning and research and create StoryMaps.
Open Licensing digital storytelling for multilingual literacy development: im...African Virtual University
油
Open Licensing digital storytelling for multilingual literacy development: implications for teachers
Dorcas N Wepukhulu
African Storybook Project (ASP)
2nd International conference of the African Virtual University
Knowledge, skills and attitudes that allow interaction in a digital age (digital literacies, mobile learning)
Seamless learning across physical and virtual places and spaces (distributed learning spaces, learning space literacies)
Autonomous learners who take ownership for their learning (learner engagement, self-regulated learning, learners who ask questions, learner choice desire paths)
Assessment that is learning-oriented (Feedback as feed-forward)
An attitude of life-wide and life-long learning (Life-wide, Life-long)
The National Digital Library aims to collect metadata and provide full-text search across multiple national and international digital libraries and sources to create a central digital repository. This repository will contain a wide variety of educational materials including textbooks, articles, videos, audio books, lectures, simulations and fiction to serve as a comprehensive learning resource. The goal is to make different types of learning media easily accessible in one digital library.
This document outlines a project called CreativeCulture that aims to develop a game design and computational thinking program through participatory studies involving communities in Malaysian Borneo. The objectives are to 1) develop an adaptable CreativeCulture Lab program and resources to promote learning through design, 2) design and implement pilot participatory studies in Sarawak involving stakeholders, and 3) facilitate, capture and evaluate the experience and learning outcomes to refine the program. Key deliverables include the CreativeCulture Lab blueprint, identification and training of ambassadors, and an online hub to host resources. The program will benefit students, teachers, communities and telecenters.
SDI: Co-creativity Approach by the CreativeCulture InitiativeJacey-Lynn Minoi
油
The document discusses the CreativeCulture Initiative's co-creativity approach to play-based learning in schools in Borneo. The approach aims to introduce game-based learning and use game design processes to promote creativity. Workshops and online resources provide playful elements to teach these concepts. The approach seeks to incorporate local indigenous knowledge and address gaps in cognitive skills needed for 21st century learning while navigating cultural values and curriculum needs. Overall, the co-creativity approach promotes collaboration, problem-solving skills, and positive educational experiences for students, teachers and communities.
Britt Gow presented on using digital tools for blended learning. She discussed using Blackboard Collaborate to teach environmental science classes blended between different schools. She highlighted features like audio, video, and interactive whiteboards. Gow shared feedback from students who benefited from the blended approach. She also discussed frameworks for blended learning and how to define it. The presentation provided strategies for enriching the online environment and engaging 21st century learners.
The document discusses multicultural education and the role of technology in innovative teaching. It describes how multicultural education aims to provide equal opportunities to all students from diverse backgrounds. It also outlines several teacher exchange programs that allow educators to broaden their perspectives by teaching abroad. Finally, the document discusses how educational technology can support learning goals and enable innovative teaching approaches like simulations, collaborative projects, and access to information databases. The roles of both multicultural understanding and technology are presented as ways to meet global demands for quality education.
This project sought to build sustainable and culturally appropriate learning pathways for Aboriginal communities in rural NSW, Australia. It involved community members in creating digital learning resources like videos, podcasts, and an online learning platform. Learners of all ages provided audio feedback that will help develop future governance courses. The project identified challenges for rural learners and created culturally relevant online resources while establishing community partnerships to empower learners through blended learning models.
Detailed Information activities -LTT Portugal.pdfAgtaDanieloviov
油
The 4-day activity involves using games and storytelling to help students get to know each other and break down barriers. Students will learn how to create digital stories through workshops on storyboarding, scriptwriting, and using audio and video tools. They will then visit cultural sites in Coimbra and gather material for digital stories about local legends. Other activities include using inclusive games to promote awareness of sign language and diversity, and using art to tell stories and celebrate similarities and differences. The overall goals are to encourage participation, sharing of best practices, awareness of diversity, and developing social and learning skills through collaborative methodologies.
Striving for Digital Equity: Re-conceptualizing the digital divide for teache...Heather Tillberg-Webb
油
This document discusses strategies for teacher educators to promote digital equity among students. It suggests moving beyond just access to technology and focusing on effective and culturally relevant use. Key recommendations include establishing relationships with community organizations to expand access, encouraging students to critically analyze and create online content, and ensuring curriculum applies technology standards and addresses diverse learner needs. An example is provided of having students produce a culturally relevant math video that reflects on the importance of math in their lives.
The document discusses developing e-content. It defines e-content as digital content delivered over electronic networks. E-content includes all types of content created and delivered through electronic media. The development of e-content follows the ADDIE model which includes analysis, design, development, implementation, and evaluation phases. Analysis involves examining learner needs and the suitability of the content. Design defines learning objectives and structures the content logically. Development includes creating scripts, storyboards, and assembling the multimedia content. Implementation distributes the materials to learners, while evaluation assesses the adequacy of the materials and learning outcomes.
Project ViTAAL presented at Slanguages conference 2008Ton Koenraad
油
The ViTAAL Project was a 2007-2008 EU-funded project that researched the use of 3D virtual worlds to support secondary modern language education, with a focus on oral skills. It involved schools, teacher education organizations, and educational service providers. The project developed three activity formats for virtual world pilots: a Virtual Language Village for training and assessment, an interactive detective story game, and social events. Evaluations assessed the feasibility of the formats and institutional collaboration. Future plans included expanding implementations, research, and partnerships.
Vitaal project presented at Slanguages 2008 conferenceTon Koenraad
油
The ViTAAL Project was a 2007-2008 EU-funded project that researched the use of 3D virtual worlds to support secondary modern language education, with a focus on oral skills. It involved schools, teacher education organizations, and educational service providers. The project developed three activity formats for virtual world pilots: a Virtual Language Village for training and assessment, an interactive detective story game, and social events. Evaluations assessed the feasibility of the formats and institutional collaboration. Future plans included expanding implementations, research, and partnerships.
Empowering Students and Educators with New Media Literacies Necessary to Part...Rebecca Reynolds
油
The document describes the Globaloria program, which empowers students and educators with new media literacies. Students design educational web games on topics like civics, science, and social issues to gain digital skills while learning content. Over 1,000 students from 40 West Virginia schools participated in designing games in a collaborative online environment. The program is grounded in constructionist learning theory and aims to provide skills necessary for the 21st century economy and democracy.
The Ministry of Education supports smart schools by:
1. Providing a variety of media infrastructure and hardware/software to schools.
2. Offering training to help teachers adapt to new teaching environments and methodologies.
3. Developing new course materials across subjects that are interactive, challenging, and self-paced for students of different ages and languages.
The Ministry of Education supports smart schools by:
1. Providing a variety of media infrastructure and hardware/software to schools.
2. Offering training to help teachers adapt to new teaching environments and methodologies.
3. Developing new course materials across subjects that are interactive, challenging, and self-paced for students of different ages and languages.
The Ministry of Education supports smart schools by:
1) Providing a variety of media infrastructure like computers, software, and training for teachers.
2) Offering intensive training and counseling to help teachers adapt to new teaching environments and methods.
3) Developing new course materials across subjects that are interactive, challenging, and self-paced for students of different ages and languages.
The document describes a virtual world literacy game called The Mythical World of H朝ntore that was developed to address literacy needs in New Zealand. It uses Mori mythology across 6 levels to teach literacy skills through objectives like correcting sentences and identifying grammar errors. Student feedback found that most enjoyed learning through the game and felt it improved their awareness of sentence structure, though some noted technical issues. The game aims to provide culturally relevant literacy support for Mori students.
Flow India works at the intersection of Culture, Education and Technology with a people and planet-centred design focus. Our work emphasises on how to make the real-world and cultural capital accessible and relevant to educators and learners of all age groups and we have worked extensively on-the-ground and across the country.
Scofield Magnet Middle School is a public school that uses an interdisciplinary approach to learning with an emphasis on math, science, and technology. It has a diverse student body and groups students heterogeneously, except for some advanced math and Spanish classes. The school utilizes block scheduling and teams of teachers who loop with students for three years. It offers various exploratory classes as well as extracurricular activities. Scofield has received several accolades for its effective practices and high student performance.
This document outlines a project called CreativeCulture that aims to develop a game design and computational thinking program through participatory studies involving communities in Malaysian Borneo. The objectives are to 1) develop an adaptable CreativeCulture Lab program and resources to promote learning through design, 2) design and implement pilot participatory studies in Sarawak involving stakeholders, and 3) facilitate, capture and evaluate the experience and learning outcomes to refine the program. Key deliverables include the CreativeCulture Lab blueprint, identification and training of ambassadors, and an online hub to host resources. The program will benefit students, teachers, communities and telecenters.
SDI: Co-creativity Approach by the CreativeCulture InitiativeJacey-Lynn Minoi
油
The document discusses the CreativeCulture Initiative's co-creativity approach to play-based learning in schools in Borneo. The approach aims to introduce game-based learning and use game design processes to promote creativity. Workshops and online resources provide playful elements to teach these concepts. The approach seeks to incorporate local indigenous knowledge and address gaps in cognitive skills needed for 21st century learning while navigating cultural values and curriculum needs. Overall, the co-creativity approach promotes collaboration, problem-solving skills, and positive educational experiences for students, teachers and communities.
Britt Gow presented on using digital tools for blended learning. She discussed using Blackboard Collaborate to teach environmental science classes blended between different schools. She highlighted features like audio, video, and interactive whiteboards. Gow shared feedback from students who benefited from the blended approach. She also discussed frameworks for blended learning and how to define it. The presentation provided strategies for enriching the online environment and engaging 21st century learners.
The document discusses multicultural education and the role of technology in innovative teaching. It describes how multicultural education aims to provide equal opportunities to all students from diverse backgrounds. It also outlines several teacher exchange programs that allow educators to broaden their perspectives by teaching abroad. Finally, the document discusses how educational technology can support learning goals and enable innovative teaching approaches like simulations, collaborative projects, and access to information databases. The roles of both multicultural understanding and technology are presented as ways to meet global demands for quality education.
This project sought to build sustainable and culturally appropriate learning pathways for Aboriginal communities in rural NSW, Australia. It involved community members in creating digital learning resources like videos, podcasts, and an online learning platform. Learners of all ages provided audio feedback that will help develop future governance courses. The project identified challenges for rural learners and created culturally relevant online resources while establishing community partnerships to empower learners through blended learning models.
Detailed Information activities -LTT Portugal.pdfAgtaDanieloviov
油
The 4-day activity involves using games and storytelling to help students get to know each other and break down barriers. Students will learn how to create digital stories through workshops on storyboarding, scriptwriting, and using audio and video tools. They will then visit cultural sites in Coimbra and gather material for digital stories about local legends. Other activities include using inclusive games to promote awareness of sign language and diversity, and using art to tell stories and celebrate similarities and differences. The overall goals are to encourage participation, sharing of best practices, awareness of diversity, and developing social and learning skills through collaborative methodologies.
Striving for Digital Equity: Re-conceptualizing the digital divide for teache...Heather Tillberg-Webb
油
This document discusses strategies for teacher educators to promote digital equity among students. It suggests moving beyond just access to technology and focusing on effective and culturally relevant use. Key recommendations include establishing relationships with community organizations to expand access, encouraging students to critically analyze and create online content, and ensuring curriculum applies technology standards and addresses diverse learner needs. An example is provided of having students produce a culturally relevant math video that reflects on the importance of math in their lives.
The document discusses developing e-content. It defines e-content as digital content delivered over electronic networks. E-content includes all types of content created and delivered through electronic media. The development of e-content follows the ADDIE model which includes analysis, design, development, implementation, and evaluation phases. Analysis involves examining learner needs and the suitability of the content. Design defines learning objectives and structures the content logically. Development includes creating scripts, storyboards, and assembling the multimedia content. Implementation distributes the materials to learners, while evaluation assesses the adequacy of the materials and learning outcomes.
Project ViTAAL presented at Slanguages conference 2008Ton Koenraad
油
The ViTAAL Project was a 2007-2008 EU-funded project that researched the use of 3D virtual worlds to support secondary modern language education, with a focus on oral skills. It involved schools, teacher education organizations, and educational service providers. The project developed three activity formats for virtual world pilots: a Virtual Language Village for training and assessment, an interactive detective story game, and social events. Evaluations assessed the feasibility of the formats and institutional collaboration. Future plans included expanding implementations, research, and partnerships.
Vitaal project presented at Slanguages 2008 conferenceTon Koenraad
油
The ViTAAL Project was a 2007-2008 EU-funded project that researched the use of 3D virtual worlds to support secondary modern language education, with a focus on oral skills. It involved schools, teacher education organizations, and educational service providers. The project developed three activity formats for virtual world pilots: a Virtual Language Village for training and assessment, an interactive detective story game, and social events. Evaluations assessed the feasibility of the formats and institutional collaboration. Future plans included expanding implementations, research, and partnerships.
Empowering Students and Educators with New Media Literacies Necessary to Part...Rebecca Reynolds
油
The document describes the Globaloria program, which empowers students and educators with new media literacies. Students design educational web games on topics like civics, science, and social issues to gain digital skills while learning content. Over 1,000 students from 40 West Virginia schools participated in designing games in a collaborative online environment. The program is grounded in constructionist learning theory and aims to provide skills necessary for the 21st century economy and democracy.
The Ministry of Education supports smart schools by:
1. Providing a variety of media infrastructure and hardware/software to schools.
2. Offering training to help teachers adapt to new teaching environments and methodologies.
3. Developing new course materials across subjects that are interactive, challenging, and self-paced for students of different ages and languages.
The Ministry of Education supports smart schools by:
1. Providing a variety of media infrastructure and hardware/software to schools.
2. Offering training to help teachers adapt to new teaching environments and methodologies.
3. Developing new course materials across subjects that are interactive, challenging, and self-paced for students of different ages and languages.
The Ministry of Education supports smart schools by:
1) Providing a variety of media infrastructure like computers, software, and training for teachers.
2) Offering intensive training and counseling to help teachers adapt to new teaching environments and methods.
3) Developing new course materials across subjects that are interactive, challenging, and self-paced for students of different ages and languages.
The document describes a virtual world literacy game called The Mythical World of H朝ntore that was developed to address literacy needs in New Zealand. It uses Mori mythology across 6 levels to teach literacy skills through objectives like correcting sentences and identifying grammar errors. Student feedback found that most enjoyed learning through the game and felt it improved their awareness of sentence structure, though some noted technical issues. The game aims to provide culturally relevant literacy support for Mori students.
Flow India works at the intersection of Culture, Education and Technology with a people and planet-centred design focus. Our work emphasises on how to make the real-world and cultural capital accessible and relevant to educators and learners of all age groups and we have worked extensively on-the-ground and across the country.
Scofield Magnet Middle School is a public school that uses an interdisciplinary approach to learning with an emphasis on math, science, and technology. It has a diverse student body and groups students heterogeneously, except for some advanced math and Spanish classes. The school utilizes block scheduling and teams of teachers who loop with students for three years. It offers various exploratory classes as well as extracurricular activities. Scofield has received several accolades for its effective practices and high student performance.
Blind spots in AI and Formulation Science, IFPAC 2025.pdfAjaz Hussain
油
The intersection of AI and pharmaceutical formulation science highlights significant blind spotssystemic gaps in pharmaceutical development, regulatory oversight, quality assurance, and the ethical use of AIthat could jeopardize patient safety and undermine public trust. To move forward effectively, we must address these normalized blind spots, which may arise from outdated assumptions, errors, gaps in previous knowledge, and biases in language or regulatory inertia. This is essential to ensure that AI and formulation science are developed as tools for patient-centered and ethical healthcare.
How to Configure Proforma Invoice in Odoo 18 SalesCeline George
油
In this slide, well discuss on how to configure proforma invoice in Odoo 18 Sales module. A proforma invoice is a preliminary invoice that serves as a commercial document issued by a seller to a buyer.
APM event hosted by the South Wales and West of England Network (SWWE Network)
Speaker: Aalok Sonawala
The SWWE Regional Network were very pleased to welcome Aalok Sonawala, Head of PMO, National Programmes, Rider Levett Bucknall on 26 February, to BAWA for our first face to face event of 2025. Aalok is a member of APMs Thames Valley Regional Network and also speaks to members of APMs PMO Interest Network, which aims to facilitate collaboration and learning, offer unbiased advice and guidance.
Tonight, Aalok planned to discuss the importance of a PMO within project-based organisations, the different types of PMO and their key elements, PMO governance and centres of excellence.
PMOs within an organisation can be centralised, hub and spoke with a central PMO with satellite PMOs globally, or embedded within projects. The appropriate structure will be determined by the specific business needs of the organisation. The PMO sits above PM delivery and the supply chain delivery teams.
For further information about the event please click here.
Research Publication & Ethics contains a chapter on Intellectual Honesty and Research Integrity.
Different case studies of intellectual dishonesty and integrity were discussed.
Digital Tools with AI for e-Content Development.pptxDr. Sarita Anand
油
This ppt is useful for not only for B.Ed., M.Ed., M.A. (Education) or any other PG level students or Ph.D. scholars but also for the school, college and university teachers who are interested to prepare an e-content with AI for their students and others.
Research & Research Methods: Basic Concepts and Types.pptxDr. Sarita Anand
油
This ppt has been made for the students pursuing PG in social science and humanities like M.Ed., M.A. (Education), Ph.D. Scholars. It will be also beneficial for the teachers and other faculty members interested in research and teaching research concepts.
Indigenising Play in Sarawak Borneo: A CreativeCulture Experience
1. Indigenising Play among Sarawak Penans
and Malays: A CreativeCulture Experience
Fitri Suraya Mohamad
mfitri@unimas.my
Twitter: @mfitri
2. Indigenous communities
In the world 370 million
worldwide, 70% in Asia
In Sarawak 1.9 million (70%
of total population)
Composition of indigenous
communities brings multi-
language, multi-racial, multi-
values about how knowledge
is perceived and advocated
3. Who we are?
CREATIVE AND PARTICIPATORY TRANSCULTURAL
PRACTICES AND PROBLEM SOLVING THROUGH
GAME DESIGN AND COMPUTATIONAL THINKING
NEWTON UK-SEA (AHRC MOHE)
4. What we aimed for the project
To introduce Game-Based Learning (GBL) The use of GBL
resources for teaching and learning
Provide GBL resources for students and teachers to explore at their
local lab/hub also in the online hub (downloadable tools, etc.)
To use Game Design Process - as a Learning and Teaching tool
Provide series of workshops for introducing the approach
Guide local champions to personalise the process (localisation)
5. Beneficiaries
Students/learners (age 8 16) Borneo + Coventry
Remote tele-sessions
Transcultural, transnational
Teachers
Training-for-trainers programme at the base
hub (UNIMAS)
Local communities
Exposure
Potential socioeconomic value
Cultural applications
Telecentres
Extend function facilitate creative learning
6. Overarching aim
To introduce Game-Based Learning (GBL)
The use of GBL resources for teaching
and learning
Provide GBL resources for students
and teachers to explore at their local
lab/hub also in the online hub
(downloadable tools, etc.)
To use Game Design Process - as a
Learning and Teaching tool
Provide series of workshops for
introducing the approach
Guide local champions to personalise
the process (localisation)
8. Key Deliverables delivered
Adaptable/adoptable
CreativeCulture Lab blueprint
and toolkits to be developed and
validated,
Ambassadors/champions from
the pilot locations have been
identified and trained
an online Hub that will host the
CreativeCulture resources (tools,
case studies, game-based
outcomes from the community)
to be developed.
URL: http://mycapsule.my
9. The Context
Context
Remote Rural
Indigenous values
How data
was
captured
Cultural Protocol
School bureaucracy
National
Curriculum needs
Pedagogical
Approaches
STEM-based
subjects
Nature of dialogue
among teachers
and students
10. What we have done
The team puts focus on
Game Design Thinking, as
an approach to integrate
content knowledge,
pedagogical knowledge
and local knowledge into
the learning experience. Teluk
Melano
Long
Lamai
Telaga
Air Kuching
Asajaya
Serian Samarahan
11. PeopleTelok Melano
Predominantly Malay
Fishing village of 300 families
Access is through the newly completed
Pan-Borneo Highway
One primary school, enrolment of less
than 60
Long Lamai
Predominantly Penan
Farmers and hunters (approx. 400
people)
Access through Miri-Long Banga
One primary school, enrolment of less
than 60
12. Iterative, contextualized game design
Content
selection
PrototypingGameplay
Dissecting one local game
Matching game mechanics with
selected content knowledge
Creating adaptations where
necessary
13. CreativeCulture Framework
Action research
Postgraduate students designed and
created collaborative learning
experiences for teachers and students
at two remote schools
GBL was embedded creation of games
are informed by needs analysis and co-
creation process
What was discovered was the on-
boarding strategies for such diverse
context, towards adopting a socially
constructed game-based learning
experience
14. Designing Thinking & Transcultural Practices &
Indigenous values of Play
Impact and value of centralized &
westernized education and
curricula for these communities is
a complex and ongoing
negotiation.
Play (digital, analog and
physical) as expression of both
local culture and working as a
bridge toward hybridization.
16. Play unique to Borneo
MINING LOCAL INDIGENOUS
KNOWLEDGE
CREATING WITHIN LIMITATIONS
OF RESOURCES
GAPS IN EXPOSURE TO
COGNITIVE SKILLS REQUIRED IN
21ST CENTURY LEARNING
17. Our challenge
How to focus on STEAM, 21st century
learning skills, programming etc will
benefit indigenous communities
Relevance to communities which
still depend on hunting, farming to
survive
National curriculum vs global
expectations for education vs
preservation of local values and way
of living
18. Engaging the nature of play and learning experiences
Ensuring adults (teachers, parents, community leaders and
members) are equipped with co-creation skills to support
learning through play
19. Playing to engage: Our experience
Rethinking traditional games
Understanding learning gaps
25. Dr Fitri Mohamad ( @mfitri)
Dr Jacey Lynn Minoi ( @jlminoi)
http://www.mycapsule.my/
Editor's Notes
#16: The adults in these spheres have a critical role in facilitating this continuity and connectivity of learning, by recognizing, initiating, guiding and scaffolding playful experiences, in support of childrens agency.
It is important to ensure that adults are equipped with the necessary and appropriate skills to support learning through play even in cases of free play, as adults need to recognize the benefits of free play, and foster it by providing the time and environment.