MEDSOS GAMIBOOK
LITERACY MEDIA COMMUNITY PROJECT WITH INDIGENOUS PEOPLE
Project Summary
OVERVIEW OF THE PROJECT AND ACTIVITIES UNDERTAKE DURING THE PROJECT PERIOD
The Medsos Gamibook initiative involves indigenous students in exploratory literacy media focus on social media activities through six checkpoints. Initially, for the first and second checkpoint, students work in groups, progressing from a crossword puzzle with social media logos to exploring the functions of social media on an i-think map. After that, at the third checkpoint, they create a scrapbook showcasing their creativity, including an infographic on social media usage. Next, for the fourth checkpoint named The Simple Quest Adventure requires finding flashcards on social media pros and cons, meanwhile for the fifth checkpoint, a Google Chrome image search educates students on combating social media abuse. Lastly, the sixth checkpoint, a Social Media Savvy Quiz, combines digital gaming with social media knowledge. The program concludes with students crafting a puzzle image related to social media, decorating their scrapbooks within a set time frame. The overarching goal is to educate students on social media while fostering creativity and technological skills.
Project Details
Date: 12 January 2024
Time: 9.30 am - 12.30 pm
Location: Digital Economy Center (PEDI) Kg. Lalang
Time Duration: 3 Hours
Amount of Students | Ages | Gender | Residence | Races (Suku Kaum) |
20 indigenous students | 11 - 20 years | 10 male students | Orang Asli Community Kg. Lalang | Temiar (3) |
Lanoh (2) | ||||
10 female students | Kintak (3) | |||
Kensui (10) | ||||
Jahai (2) |
Photos and/or videos
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Registration & Introduction Program | Pre & Post Test Survey | Checkpoint 1: Crossword | Checkpoint 2 : Function of Social Media | Checkpoint 3: Infographic | Checkpoint 4: Simple Quest Adventure |
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Checkpoint 5: Reverse Image | Checkpoint 6: Social Media Savvy Quiz | Reflection Session | Prize Giving Ceremony | Product Outcome | |
CLICK HERE TO SEE MOMENTS VIDEO OR SCAN QR CODE GIVEN :
Expense/Financial Report
No. | Items | Cost |
1. | Goodies (RM5 x 20) | RM100.00 |
2. | Breakfast for participants and committee members (RM3 x 24) | RM72.00 |
3. | Lunch for participants and committee members (RM7 x 24) | RM168.00 |
4. | Engine oil | RM50.00 |
5. | Touch 'n Go payment | RM9.40 |
6. | Printing materials, equipment such as stationery, A4 paper, mahjong paper, and others (for the use of scrapbook) | RM79.50 |
7. | Souvenirs for Digital Economy Center (PEDI) | RM20.00 |
TOTAL | RM498.90 | |
BALANCE | RM1.10 | |
Challenges Faced
Outcomes & Achievements Achieved
Achievements and Milestones
CLICK HERE TO SEE VIDEO
CLICK HERE TO SEE MATERIAL : https://bit.ly/bahanMedSosGamiBook
CLICK HERE TO SEE GAME QUIZ MATERIAL : https://bit.ly/kuizLMPM
Feedback
Lessons Learned
Strengths | Weaknesses |
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Opportunities | Threats |
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Lessons Learned
Personal reflections | |
Nurul Izzah | During my experience in managing this program, I found that aspects of planning and coordination play an important role in achieving success. The initial stages, such as setting clear goals and planning a task schedule, help in ensuring that the entire process runs smoothly. I’m also realize literacy media skills still need to spread more to our community. |
Nurdini Afifah | Before this program, I thought media literacy is easy to spread but after doing the program, i’m feel very grateful for being given a significant opportunity to manage a community program, especially among the indigenous people representing various ethnicities and share with them about literacy media. Now, i feel i need to do more to spread the awareness. Additionally, I am able to gain knowledge and experiences that I wouldn't have obtained elsewhere. |
Puteri Asmiee | Engaging in program management has been meaningful, and I've identified key areas for improvement to enhance its effectiveness. Effective communication with all involved parties is crucial for success, as clear and timely information delivery can reduce confusion and increase engagement, particularly among indigenous students. |
Conclusion
To sum up, this project has provided numerous benefits and valuable exposure to indigenous community. This is because, in this 21st century, the field of education is increasingly advancing and emphasizing digitization and technology in school learning. Therefore, it’s important to they mastering literacy media skill. Furthermore, this project has, to some extent, opened the eyes and provided an initial insight to indigenous students about literacy media that focus on basic knowledge of social media and the use of technological advancements in their daily lives, whether at home or at school.
I would like to express my very great appreciation to Mrs. Nur Rawaidah Binti Rahmat for her patient guidance, enthusiastic encouragement and useful critiques valuable and constructive suggestions during the planning and development of this project. Her willingness to give her time so generously has been greatly appreciated. Last but not least, I would also like to thank to ARUS Academy. U.S. Embassy, IPG Malaysia Kampus Darulaman and the staff of the Digital Economy Center (PEDI) organizations for giving us opprtunity to handle this programme and enabling our team to visit their offices to make our program a success. Finally, an honorable mention goes to indigenous people for the willingness to spend some times with us.
CLICK HERE TO SEE MOMENTS VIDEO : https://bit.ly/aktivitiMedsosGamiBook