Competition Terms
1. INTRODUCTION / GENERAL INFORMATION OF THE COMPETITION
In the rapidly evolving digital era, conventional educational approaches are increasingly enriched with interactive technology to enhance learning effectiveness. Interactive Education is an educational gamification initiative designed to encourage students to develop their intellectual potential through engaging, interactive, and competitive learning experiences. Gamification in education is not merely about integrating game elements into learning but also serves as a tool to boost motivation, competitiveness, and creative problem-solving skills.
This competition challenges creativity and innovation in teaching and learning (PdP) based on e-gamification, where participants compete to showcase their excellence in developing e-gamification platforms guided by a predetermined theme. It supports the empowerment of e-learning innovation while sustaining the latest technology through user-friendly applications that meet current teaching and learning needs.
By emphasizing the principles of Bakat Madani, this competition aligns with the goal of developing well-rounded, knowledgeable, and morally upright human capital. It provides participants with the opportunity to present collaborative, innovative, and dynamic learning concepts in the form of e-gamification.
2. PARTICIPATION
There are three (3) competition categories: Professional Category, Higher Education Institution (IPT) Student Category, and Secondary School Category.
Professional Category:
- Open to professionals (lecturers, teachers, and industry players).
ii. Each team consists of a maximum of 5 participants.
iii. Fee: RM450 per team.
*Training provided.
Higher Education Institution (IPT) Student Category:
- Open to students in the higher education sector.
ii. Each team consists of a maximum of 5 participants, including one accompanying officer.
iii. Fee: RM300 per team.
*Training provided.
Secondary School Category:
- Participation is by invitation only.
ii. Teams must consist of no more than four students aged 13-17 years, accompanied by one teacher.
iii. Free of charge.
3. COMPETITION THEME
Must be related to a specific learning topic.
Theme:
“Pendidikan Interaktif Memperkasa Intelektual Bakat Madani”
“Interactive Education Empowering Madani Intellect”
4. FEATURES OF E-GAMIFICATION PRODUCTS
- Must incorporate learning and sustainability elements, emphasizing at least one Sustainable Development Goal (SDG).
- Should have clear objectives and a storyline (storyline and gameplay) aligned with the intended learning outcomes.
- Must include achievement levels, with set targets through a reward system.
- Should be interactive, engaging, functional, and user-friendly (including user interface, platform, and other relevant aspects).
- Must not touch on sensitive societal issues or the 3R topics (Race, Religion, and Royalty).
- Should demonstrate originality (novelty).
Must integrate gamification elements in the game design, such as:
- Game objectives and targets
- Clear game rules
- Competition and challenges
- Reward or penalty feedback system
- Encourages social group interaction
- Well-structured narrative or storytelling
Should include relevant teaching and learning processes (PdP) for e-Gamification practices, such as:
- Capturing attention and aligning with educational technology design
- Explaining learning objectives and game goals
- Reinforcing previous learning
- Delivering content or learning stimulation materials
5. MEDIUM AND TECHNOLOGY
Utilize software such as :
1. Minecraft Education;
2. Roblox;
3. Unity;
4. Unreal Engine;
5. GDevelop 5;
6. Craftsman.
Each team must provide jury access for evaluation purposes for the selected application or software.
6. EVALUATION CRITERIA
- Relevance : Content aligns with learning objectives.
- Innovation : Enhances critical thinking in problem-solving
- Gamification Elements : Includes gamification features as listed.
- Effectiveness : Ability to boost motivation and learning.
- Design : User-friendly layout and visuals (user interface).
- Functionality : Free from technical issues.
- Final Product : Aligned with the theme and ready for market deployment.
7. IMPORTANT DATES
January – May 2025
Announcement and Registration Opening
– (Distribution of posters and registration form link): January – April 2025
– Registration Deadline: 5 May 2025
– Final Payment Deadline for Participation Fees: 4 May 2025
May 2025 (Phase 1)
Edu-GC 2025 Workshop / E-Gamification Content Development Training Based on Platform/Software:
– Higher Education Institutions (IPT) & Professionals: 14 or 21 May 2025 (Wednesday) 9:00 AM*
– Schools: 17 May 2025 (Saturday)*
*Subject to changes
To be conducted online
June – July 2025 (Phase 2)
Duration for designing and developing e-Gamification content
August – September 2025 (Phase 3)
– Final Submission Deadline (Product & Executive Summary): 4 August 2025 (Monday)
– Online Judging Period: 18 – 31 August 2025 (Monday – Sunday)
– Announcement of Finalists: 12 September 2025 (Friday)
October 2025 (Phase 4)
E-Gamification Product Showcase & Closing Ceremony: 8 October 2025 (Wednesday)
Showcase is exclusive to finalists only
8. SUBMISSION OF ENTRIES
All submissions must be sent digitally via the designated platform in the form of a digital link. The submitted work must include a demonstration video, technical files, and portfolio.
Submission deadline: 4 August 2025 (Monday)
9. COPYRIGHT AND OWNESHIP
The work must be original and not previously entered in any competition.
Copyright remains with the participants, but the organizers reserve the right to use the work for educational promotion purposes.
10. PRIZES
- Gold, Silver and Bronze Medals.
- Trophy for each category.
- USIM Micro-Credential Course
11. COMPETITION RESULTS
The jury’s decision is final. No appeal will be entertained.
12. OTHERS
The organizers reserve the right to amend the competition rules if necessary.
For inquiries, please contact edugc@usim.edu.my or call +606-798 5098/5099.
Official website https://edugc.usim.edu.my and registration link: https://edugc.usim.edu.my/registration/