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Deriving a Gamified Learning-Design Framework Towards Sustainable Community Engagement and Mashable Innovations in Smart Cities: Preliminary Findings

Deriving a Gamified Learning-Design Framework Towards Sustainable Community Engagement and Mashable Innovations in Smart Cities: Preliminary Findings

Chien-Sing Lee (Department of Computing and Information Systems, Sunway University, Malaysia) and Kuok-Shoong Daniel Wong (Daniel Wireless Software Pte. Ltd., Singapore)
Copyright: © 2018 |Volume: 9 |Issue: 1 |Pages: 22
ISSN: 1947-8208|EISSN: 1947-8216|EISBN13: 9781522545422|DOI: 10.4018/IJKSS.2018010101
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MLA

Lee, Chien-Sing, and Kuok-Shoong Daniel Wong. "Deriving a Gamified Learning-Design Framework Towards Sustainable Community Engagement and Mashable Innovations in Smart Cities: Preliminary Findings." IJKSS vol.9, no.1 2018: pp.1-22. https://doi.org/10.4018/IJKSS.2018010101

APA

Lee, C. & Wong, K. D. (2018). Deriving a Gamified Learning-Design Framework Towards Sustainable Community Engagement and Mashable Innovations in Smart Cities: Preliminary Findings. International Journal of Knowledge and Systems Science (IJKSS), 9(1), 1-22. https://doi.org/10.4018/IJKSS.2018010101

Chicago

Lee, Chien-Sing, and Kuok-Shoong Daniel Wong. "Deriving a Gamified Learning-Design Framework Towards Sustainable Community Engagement and Mashable Innovations in Smart Cities: Preliminary Findings," International Journal of Knowledge and Systems Science (IJKSS) 9, no.1: 1-22. https://doi.org/10.4018/IJKSS.2018010101

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Abstract

Science, technology, engineering and mathematics (STEM) and the inclusion of art and design into STEM (STEAM) as a mediator are increasingly emphasized in innovation and entrepreneurial blueprints across countries due to smart cities. Knowledge creation/construction towards a thriving ecosystem however, is not a given. This exploratory study aims to derive design factors for community engagement and possible mashable opportunities/innovations in smart city communities. We present a meta-analysis of two gamified media-model maker opportunities carried out among Malaysian high school students. These are designed based on computational thinking and different design theories which take into account: a) deriving design factors/requirements (success factors) and barriers to gamified learning; b) mapping and intertwining of different models as genetic blueprint for gamified learning; c) refinement of the authors' socio-cognitive-HCI framework; d) possibilities for personalized inclusive design.

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