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

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  • Chien-Sing Lee

    (Department of Computing and Information Systems, Sunway University, Malaysia)

  • Kuok-Shoong Daniel Wong

    (Daniel Wireless Software Pte. Ltd., Singapore)

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.

Suggested Citation

  • Chien-Sing Lee & Kuok-Shoong Daniel Wong, 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), IGI Global, vol. 9(1), pages 1-22, January.
  • Handle: RePEc:igg:jkss00:v:9:y:2018:i:1:p:1-22
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