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KUCHING, Oct 27: The gamification approach in Science and Mathematics learning needs to be strengthened to improve students' mastery of the concept of learning through interactive activities and practical problem solving.
Sarawak's Minister of Education, Innovation and Talent Development, Dato Sri Roland Sagah Wee Inn, said the approach allows abstract Science and Mathematics concepts to be translated into more real, interactive and fun learning experiences.
He said Science, Technology, Engineering and Mathematics (STEM) education is important in shaping critical thinking skills, analytical validation, creativity as well as the ability to solve complex problems, in line with modern economic needs and technological developments.
"Early exposure to STEM, especially at the elementary school level, needs to be strengthened in order to build talent channels capable of supporting the innovation agenda, digital transformation, green technologies and new industrial development in Sarawak", he said.
The text of his speech was read by Special Officer (Higher Education) of the Ministry of Education, Innovation and Talent Development Sarawak, Professor Emeritus Datuk Dr Khairuddin Ab Hamid at the closing ceremony of the Science Transfer and Community Empowerment Initiative Program: Strengthening STEM Learning Through Teaching Innovation, in Jubli Hall, Mara Branch University of Technology (UiTM), Sarawak Campus Samarahan, Here, today.
However, Sagah acknowledged that the achievements of Sarawak's primary school students in Science and Mathematics subjects still need to be improved based on the findings of STEM and English basic studies in the state as well as early results of Sarawak's Dual Language Assessment Programme (UPDLP) Exam.
He said the constraints on practical learning facilities, especially in rural and suburban schools, as well as the continuing professional training needs for teachers, were among the challenges to tackle to bridge the educational achievement gap.
The Sarawak Level STEM Gamification Competition 2026 which brings together students representing seven Regional Education Offices (PPDs) is Phase Two of the project implemented by UiTM Branch Sarawak in collaboration with Lighthouse of Hope (Sarawak), PPD and Sarawak Energy Berhad.
"The 15-month project also focuses on transferring practical knowledge and skills to teachers, with the goal of developing teaching aids as well as gamification practices that can be continued in schools until October 2027", he said.
According to him, the state-level competition saw participants compete in seven STEM game categories: Animal Detective Bang Bang, Say it Loud, iNO, Power Game, Sense Me, Big 10 and Congkak Maths.
The information and data collected during the competition will be used as input for teacher-co-development workshops to produce more innovative and sustainable STEM learning materials.

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