Journals Information
									Universal Journal of Educational Research Vol. 9(1), pp. 99 - 107 
DOI: 10.13189/ujer.2021.090111 
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Crowdsourcing as Content Collaboration for STEM Edutainment
								Azwin Arif Abdul Rahim  ,  Nor Yazi Khamis  *,  Mohd Shafeirul Zaman Abd Majid  ,  Arulselvi Uthayakumaran  ,  Nursyaheedah Muhammad Isa  
Centre for Modern Languages, Universiti Malaysia Pahang, 26600 Pekan Pahang, Malaysia
							
ABSTRACT
In this project, crowdsourcing science, technology, engineering and mathematics (STEM) content were used to promote enjoyable, challenge-based English language gamification to young ESL learners and instructors altogether. The aim is to optimize the participants’ engagement in learning STEM disciplines using the target language. However, relevant literature in this area shows inadequate empirical evidence on engagement when these two activities combined are implemented in real-life settings. This research therefore, was conducted to explore the participants’ engagement in learning STEM contents, outside their classroom setting, using crowdsourcing and gamification activities. Through needs analysis of 48 participants (school children aged 13 to 14 years) who were assisted by 20 university undergraduates to be involved in the ‘Young Scientist Camp’ project, it was discovered that the participants had minimal exposure to the use of technology as well as the language in learning STEM disciplines. The participants were assigned to crowd-source for online STEM contents because the target is to maximize the use of English language. The contents were used to form several questions which they then took turns to test their peers from other groups using Kahoot! The qualitative data of the study were gathered via video recorded interaction, observations, and focus group interviews. Tesch’s thematic analysis, Kappa coefficient for inter-rater reliability and an observation checklist using Kapp’s motivational characteristics of game elements were used to determine crowdsourcing characteristics and elements of engagement from the activities. Interestingly, the pupils showed evidence of engagement when faced by unexpected problems in their groups. They also expressed strong engagement when the autonomy was given to them in deciding the contents and flow of the activities, which was evidence in the process of completing the tasks. This implicates emerging recommendations in engaging young learners via crowdsourcing techniques and gamification to foster interest in learning the language for STEM.
KEYWORDS
					         
Crowdsourcing, Gamification, STEM, Language Learning, Engagement
Cite This Paper in IEEE or APA Citation Styles
								(a). IEEE Format: 
					         [1] Azwin Arif Abdul Rahim     , Nor Yazi Khamis     , Mohd Shafeirul Zaman Abd Majid     , Arulselvi Uthayakumaran     , Nursyaheedah Muhammad Isa     , "Crowdsourcing as Content Collaboration for STEM Edutainment,"  Universal Journal of Educational Research, Vol. 9, No. 1, pp. 99 - 107,  2021. DOI: 10.13189/ujer.2021.090111. 
					       (b). APA Format: 
					         Azwin Arif Abdul Rahim     , Nor Yazi Khamis     , Mohd Shafeirul Zaman Abd Majid     , Arulselvi Uthayakumaran     , Nursyaheedah Muhammad Isa      (2021). Crowdsourcing as Content Collaboration for STEM Edutainment. Universal Journal of Educational Research, 9(1), 99 - 107. DOI: 10.13189/ujer.2021.090111.