Quintupling The Fun And Acquiring Digital Skills At ?QRuined Apotic | Asia Pacific University (APU)

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Quintupling The Fun And Acquiring Digital Skills At ?QRuined Apotic


Five competition tracks addressed business law, cybercrime, chatbot, Pacman questions, and women empowerment questions, making learning more enjoyable.

Each winner of the five tracks received a headset sponsored by Asia Pacific University of Technology & Innovation (APU).

Last month, five tracks of competition were held under the ?QRuined Apotic, a new game concept created by Assoc. Prof. Ts. Dr. Vinothini Kasinathan and Dr. Julia Juremi, both members of the School of Computing (SoC) and Technology (SoT).

The innovation games provide a fun way for students to make new acquaintances while also changing their learning style and making it simpler for students to learn about business law, technology, cybersecurity, and other topics.



To kick start the whole competition, the students started with the first track which was called Corpus Delicti. This competition was available to all level 1 business law students who had to solve the given case study from a legal standpoint, and 14 teams with a total of 28 participants competed.

For each right answer, binary numbers were given, and students had to convert these numbers to ASCII codes in order to discover the hidden answer and the murder weapon, which was a screwdriver.

Ms. Michele Shivaanii Sundra Raj from the School of Business (SoB) was additionally involved in this first track competition, resulting in a memorable event.

Winners Quah Cin Yee and Yi Yong expressed the competition as a “very interesting way to learn and a change in learning methods,” as well as a “capable of having fun, running around the campus despite the fact that it was tiring.”



The second track, Cyber Crime, was available to all levels of APU students. Participants were required to solve the given case from a cyber forensic viewpoint, and the challenge was won by Harrish Siwa and Sahmeeha Poogan, who fought among 9 teams with 18 participants.



Chatbot, the third track, was based on the first part of the chatbot tutorial session in the undergraduate program's module Introduction to AI.

Rather than simply sitting in class, students use a case study and tutorial video led by Ms Nur Amira Abdul Majid to search for the runner’s name by answering questions about the Chatbot family: Grandma Eliza, Aunty Alice, and cousin Replika and Kuki.



The iconic and historical Pacman game was the focus of the fourth track which featured fuzzy logic questions. Pacman was the first arcade video game created specifically for women in the 1980s. This game was chosen because the competition coincided with Ideation Day and Women’s Empowerment.

At the time, most games focused on combat or sports. The Pacman game itself helps to improve cognitive function and working memory. The second reason Pacman game development includes the field of fuzzy logic.

Dr. Vazeerudeen Abdul Hameed, APU Fuzzy logic domain specialist; Dr. Julia Juremi and Dr. Vino collaborated to create a flow for scanning the Pacman QR Code, and if the code is incorrect, a special sound is played.



For the final track entitled Women Empowerment, Dr Dewi Octaviani and Ms Aziah Abdollah (both from SoC) created QR questions on two trailblazing ladies in the Technology world — Ada Lovelace, the first computer programmer and Radia Perlman, developer of the algorithm behind the Spanning Tree Protocol (STP), an innovation that made today’s Internet possible.

Lecturers Ms Tham Hoong Ching, Ms Khalida Shajaratuddur Harun, and Ms Nor Azlina Abd Rahman from the SoT were also involved in this track.