Centre for Edutainment @ Education Technologies (CEET) | Asia Pacific University (APU)

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Centre for Edutainment @ Education Technologies (CEET)

With the passage of time, technology mediated education is becoming the norm rather than an exception. This is true not only for distance teaching and learning but also in situations involving face-to-face teaching and learning. Today, it is necessary for teachers and trainers, and those associated with the development of educational software, to gear up for educational processes that embed technology. This Research Centre looks into these elements of development, knowledge, skills and use of technology in improving educational purposes in teaching and learning.

Objectives of the Research Centre

To develop pedagogical technologies, strategies and applications for the organising and improvement of a broad spectrum of teaching & learning activities.

The Centre will focus on:

  • Developing an understanding of the nature of educational technology and its impact on teaching and learning;
  • Building up an awareness about the various educational technologies and their pedagogic uniqueness;
  • Developing the skills needed to make optimum use of the enabling technologies for collaborative practices and sharing of educational resources;
  • Making judicious selection of technologies and integrating them successfully in the educational instructional systems;
  • Developing the know-how of designing and developing courseware for various media.  

The Centre aims to achieve teaching and lecturing standards as follows:

  • Know students and how they learn, set learning goals to provide achievable challenges for students of varying abilities and characteristics;
  • Know the content and how to teach it, plan lesson sequences by capitalising on student learning, content and effective teaching strategies;
  • Plan for, and implement, effective teaching and learning activities, including a range of teaching strategies;
  • Create and maintain supportive and safe learning environments with the use of a range of resources that includes ICT to engage student learning;
  • Assess, provide feedback and report on student learning activities, including a range of verbal and non-verbal communication cues;
  • Engage in professional learning with a broad knowledge of strategies that may be used to evaluate the taught modules;
  • Engage professionally with colleagues, parents/caregivers and the community;
  • Disseminate resulting findings through publications, intellectual property rights, in-house training and professional services.

Centre Leader (chairperson): Prof. Dr. R. Logeswaran

Centre Members:

  • Aida Zamnah
  • Vinothini Kasinathan
  • Seetha Letchumy
  • Nor Azlina

Focus Group


Contact person

Adaptive Learning


This group will look into using technology available into teaching and learning activities. It looks into alternative learning styles, other than just passive lecture techniques or by just using slides.

What is Adaptive Learning

Most learning content are very linear based, using books and also through linear lecture courses. Even by recording videos on the web, most learning contents are flat and very linear. However, the brain does not store in a linear, alphabetical or hierarchical way. The brain has a network of knowledge and each individual has a different network. But when there is new knowledge, we end up feed it in a passive fashion into the existing network.

Adaptive learning is an educational method which uses computers as interactive teaching devices, and to orchestrate the allocation of human and mediated resources according to the unique needs of each learner. Adaptive learning makes content dynamic and interactive, placing the student at the center of his or her individual learning experience.

Vinothini Kasinathan


Serious Games and Gamification


Serious Game is the modern tool using the front end of a game (mainly to engage the player) and a back end engine to gather useful data which could use for improving work process efficacy and expanding knowledge base. However, there is much to understand and learn about the appropriate applications of such new medium. Another focus of the Serious Games is the concept of “gamification” (motivation). The implementation of educational games in teaching and training does not directly imply the act of gamification. To implement gamification strategy and achieve the desired results will be extensively discussed at the forthcoming conference.

There is no single definition of serious games, though they are generally held to be games used for training, advertising, simulation, or education. Alternate definitions include the application of games concepts, technologies and ideas to non-entertainment applications. This can also include specific hardware for video games, such as exergaming. Serious games are aimed for a large variety of audiences, including primary or secondary education, professionals and consumers. Serious games can be of any genre, use any game technology, and be developed for any platform. Some may consider them a kind of edutainment; however, the mainstays of the community are resistant to this term.

Dr. Mohammad Ahmadi


Creativity & Innovation


The focus group for Creativity and Innovation is a platform to encourage the students to venture out on the product design and commercialization. The concept of the focus group encapsulates three fundamentals for the product design -  the creativity and innovative, competitive, and social benefits:

  • The ideas can be creative and at the same time innovative through incorporating creative thinking and technologies. It can be any form of technologies that are sustainable.
  • The product design should be able to be available to the market and be competitive.
  • The idea should be able to contribute to the social benefits.

The focus group will be the platform where the students will be able to understand how to develop idea for product design. This process will encourage the interest to expand the idea into business perspectives.

Haslina Hashim