SIGG Unleashes Innovation And Creativity Amongst Young Inventors

SIGG Unleashes Innovation And Creativity Amongst Young Inventors
UUM ONLINE: 4 October - 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.
Translated by Mahaliza Mahadhir

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