Gamified learning innovation using Minecraft recognised among top 30 at iLRF2024

Mr Tan with the token plaque and his project

Mr Tan with the token plaque and his project

Faculty of Creative Industries Department of Game Studies Head Mr Tan Han Keong won a consolation prize at the International Medical University’s International Learning Resources Festival 2024 (iLRF2024) e-Inovasi Competition. Despite the stiff competition with over 100 entries, Mr Tan’s innovation emerged among the top 30 finalists. He took home a token plaque, showcasing the uniqueness and potential of gamified learning tools. The event, held from 26 to 28 November 2024 at the International Medical University (IMU) in Bukit Jalil, showcased pioneering innovations in technology-enhanced learning.

Participating in the Interactive Learning Experience category, Mr Tan’s project, titled “Invoking domain-general computational thinking via a game-based learning platform”, leveraged on game-based learning platform (Minecraft Education) as a platform to foster computational thinking. Using questions inspired by the Bebras International Challenge, the custom-designed game featured ten engaging stages aimed at helping learners develop domain-general problem-solving abilities applicable to real-life scenarios and beyond traditional computer science domains.

Mr Tan entered the competition under the Centre for Immersive Technology and Creativity expressed, “To be recognised as a finalist and receive an award was incredibly fulfilling, especially since most entries were developed by larger teams. This custom Minecraft level was a by-product of my PhD studies at UTAR, and the support I received from UTAR as both a PhD student and an academic played a key role in this achievement.”

He added, “Computational thinking is quickly becoming a necessary thinking skill to have with the rise of digitalisation, automation and artificial intelligence in today’s age. Being a fundamental 21st-century skill for everyone and not just computer scientists, governments around the world have revised their school syllabus to incorporate computational thinking, including Malaysia. However, the syllabus taught is tied closely with computer science and thus is domain-specific. Ultimately, the lessons learnt should enable learners to solve problems beyond just the domain of their learning and to apply them to real-life scenarios and unfamiliar and uncertain settings. Thus, a game level to invoke domain-general computational thinking was conceived using a game-based learning platform (Minecraft).”

The iLRF2024 e-Inovasi Competition, themed Blending Human, AI, Immersion & Innovation, highlighted innovations in gamification, immersive learning, and the balance between humanity and technology. The iLRF e-Inovasi Competition aims to inspire, empower and elevate participants through their inventive approaches to technology-enhanced learning for students, educators and corporate staff of higher learning institutions.

Mr Tan’s project demonstration at the competition 1
Mr Tan’s project demonstration at the competition 2
Mr Tan’s project demonstration at the competition 3

Mr Tan’s project demonstration at the competition


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