26 July 2023

PBL STEM Piala Dato Muhamad Zaki B Ahmad Peringkat Antarabangsa

Menyertai PBL STEM Piala Dato' Muhamad Zaki Bin Ahmad Peringkat Antarabangsa bawah kategori Sains Sosial. Rezeki terpilih ke final top 10 best abstract and extended abstrack untuk kategori sains sosial.

Membawakan projek mengenai pendidikan pencegahan dadah gabungan sains plus PJK plus design.
Saya share extend abstrak untuk penjurian. Banyak grafik yang saya tak upload hanya words sahaja yang saya kongsikan. Sebab bahan bahan masih lagi dalam penjurian untuk live pitching 1 Ogos nanti. 

Terima kasih Dr Liew bantu mendengar murid-murid ini membentang dan memberikan idea tentang design thinking, decion making to student eleborate to develop the innovation

OPERATION NARCO-TERMINATOR is a student-designed board game that focuses on underage drugs and vaping abuse. It is designed to educate young people about the risks and consequences of drug and nicotine abuse and to help them develop decision-making skills. This board game addresses the issue of underage drug and vaping abuse, a common topic discussed in the education sector nowadays.The game includes scenarios that depict the consequences of drug and nicotine abuse. Some cards represent positive choices, to further increase their understanding of the negative effects of drugs and vapes.It aims to raise awareness while providing players with tools to make informed decisions and resist peer pressure. This game is invented based on the data from our survey that we have done on 304 respondents, which revealed that more than 60% respondents of school students from the age of 13-17 are involved in vaping, and more than 1% are involved in drug use, we recognize the need for an effective educational tool to address this issue. As a fun and engaging solution, we have decided to develop a board game that educates young people on the dangers of drug abuse. We have recognized the need for an effective educational tool to address this issue as 63.8% out of 304 respondents admitted that they have tried vaping. Through interactive gameplay and decision-making scenarios, the board game aims to encourage healthy choices among students. We believe that this board game can be an effective tool to promote positive change and reduce the prevalence of drug and nicotine use among school students.The National Health and Morbidity(NHMS) Survey 2022 has found that the high usage of electronic cigarettes or vape products by teenagers aged between 13 and 17 has increased from 9.8% in 2017 to 14.9% in 2022, says the Health Ministry. It said this acute increase also occurred among teenage girls, as there was a rise from 2.8% in 2017 to 6.2% in 2022. "Until today, the use of electronic cigarettes has shown to bring negative effects to users; e-cigarette or vaping product use is associated with lung disease," said Health Ministry director-general Datuk Dr Muhammad Radzi Abu Hassan in a statement. He said the Health Ministry is monitoring diseases associated with electronic cigarettes, starting with a circular in June 2022 and added that this includes e-cigarette or vaping-associated lung injury.As such, the Health Ministry wishes to remind users that electronic cigarettes or vape products are not safe as it has adverse effects to health and is not an alternative to smoking.

 

Keynotes: Substance Smart, Teen Triumph, Prevention Pursuit, Harm Reduction Hustle, Youth Empowerment Expedition.

 

 


 

Introduction

 

The issue of drug misuse has undoubtedly become the primary concern of the world today. Its presence has persisted since the golden era of the 1960s, a time when Pablo Escobar rose to power as one of the world's most influential and affluent drug lords and narco-terrorists. However, the problem goes beyond the notorious figures in history. The discovery of stimulant drugs like marijuana and cocaine has taken a toll on society at large. People from all corners of the globe are taking advantage of these drugs, whether it is for personal enhancement, satisfaction, or even to exploit vulnerable individuals.

 

Ever since then, the abuse of drugs has skyrocketed in accordance with the development of technology. When technology has taken a huge leap, drugs became predominantly accessible for all regardless of location. The reality is that in every city, in every neighbourhood, there are always bound to be people making deals in alleyways, or making compromises with illegal drug dealers. In today's modern and sophisticated world, it comes as no surprise that drugs such as vape (e-cigarettes) or cigarettes are sold in abundance on every street corner. The convenience and availability of these substances have made it easier than ever for individuals to get their hands on them. This accessibility further exacerbates the problem and poses a grave risk to society as a whole.

 

Unfortunately, the consequences borne by society as a result of this drug epidemic are manifold. History has shown us that drug abuse and its associated problems have significant social, economic, and health implications. It destroys lives, tears families apart, and creates a ripple effect that affects communities and nations at large. The impact on our youth and teenagers is particularly concerning. They are vulnerable and easily influenced, making them prime targets for drug pushers and dealers. The manifestation of curiosity when they see bright colours and misleading texts on vape containers will engage them with this product. After taking multiple puffs, they become hooked and addicted, often influencing others to follow suit. Disturbingly, statistics reveal that more than 600 thousand teenagers, or 1 in 15, are considered addicted to vaping.

 

The addiction itself is just the tip of the iceberg. It is accompanied by a host of adverse consequences. Academic performance suffers, relationships deteriorate, and mental and physical health deteriorate. It is a vicious cycle that perpetuates itself if left unaddressed. As responsible members of society, it is imperative that we take action to combat this issue.

From our survey, we have recognize the need for an effective educational tool to address this issue as 63.8% out of 304 students admitted that they have tried vaping. Therefore, we have come up with a fun and effective solution called OPERATION NARCO-TERMINATOR. OPERATION NARCO-TERMINATOR is a student-designed board game addressing underage drug and vaping abuse, promoting education and decision-making skills in young people. It cost only RM 100 for printing and laminating for 6 set of board game.  We have developed a comprehensive educational program that incorporates interactive workshops, informative materials, and engaging activities to educate young individuals about the dangers of drug misuse. By equipping them with the knowledge and tools necessary to make informed decisions, we aim to empower them to resist peer pressure and make positive choices for their well-being.

 

In conclusion, the issue of drug misuse is a complex and pressing problem that affects societies worldwide. Its implications are far-reaching and demand immediate attention. Through comprehensive education, community engagement, and collaboration, we can work towards a future where individuals are equipped with the knowledge and skills to make informed choices, and where the allure of drugs is replaced by a commitment to personal well-being and the betterment of society as a whole. It is only through unity and collective effort that we can overcome this challenge and create a brighter future for generations to come.

 

 

 

Objective

 

1)         To raise awareness while providing players with tools to make informed decisions and resist peer pressure.

 

2)         To educate young people on the dangers of drug abuse through an interactive and effective gameplay.

 

3)         To promote positive change and reduce the prevalence of drug and nicotine use among students while educating them on the risks and consequences of drugs and nicotine while instilling in players the importance of formulating incentives to have the audacity to throw out ideas.

 

4)         To effectively promote positive change and reduce the prevalence of drug and nicotine use among school students.

 

5)         To further increase their understanding of the negative effects of drugs and vapes.

 

 

 

 

Methodology

 

Method:                                  Materials:

Survey (Google forms)           Board game

                                               Game pieces

                                               Mission cards

                                               Dice

 

 

 

 

Conduct a survey to collect data and analyse the problem statements and objectives.

 

Survey was conducted on 31st of January 20223 until 5th of March 2023 and has received responses from 304 respondents.

 

From the survey, we have received a total of responses from 304 students aged 13 to 17 years old.

 


Based on question survey 1.

 

Based on the survey that we have conducted on 304 respondents, 63.8% equivalent to 194 respondents, have not tried vaping. While 36.2% equivalent to 110 respondents have admitted to trying out vaping.

 

Based on question survey 2.

 

Based on the survey that we have conducted on 304 respondents, 64.8% equivalent to 197 respondents, have admitted that none of their friends bring vapes to school. While 35.2% equivalent to 107 respondents have admitted that their friends do bring vapes to school. The statistics are concerning, suggesting that underage people should not be vaping at all.

 

Based on question survey 3.

 

Based on the survey that we have conducted on 304 respondents, 60.9% equivalent to 185 respondents, have admitted to not witnessing any school students vaping in the school area. While 39.1% equivalent to 119 respondents have admitted to witnessing school students vaping in the school area. The data statistics are concerning as it is strictly prohibited to bring and use illegal substances and items in school areas based on the school rules and regulations. Underage and high school students are also not allowed to buy and use prohibited items and substances such as vape.

 


Based on question survey 4.

 

Based on the survey that we have conducted on 304 respondents, 20.4% equivalent to 62 respondents, said that they did not know that vaping is a prohibited item and knew nothing about the punishment for students who bring vaping to school. While 79.6% equivalent to 242 respondents said that they knew that vaping is a prohibited item and knew about the punishment for students who bring vaping to school.

 

Based on question survey 5.

 

Based on the survey that we have conducted on 304 respondents, 18.4% equivalent to 56 respondents, said that they did not know that there are mental and physical health risks to smoking drug-laced vapes. While 81.6% equivalent to 248 respondents said that they knew there are mental and physical health risks to smoking drug-laced vapes. The data statistics are concerning and shocking as there could be a sudden increase in the amount of people who uses vape now that Malaysia effectively legalised vaping from Apr 1, after the government exempted nicotine liquids and gels as a controlled substance under the Poisons Act 1952, allowing them to be sold on the open market and taxed.

 

Based on question survey 6.

 

Based on the survey that we have conducted on 304 respondents, 17.4% equivalent to 53 respondents, are not willing to make a report to the teacher if they see a student bringing vape or drugs to school. While 82.6% equivalent to 251 respondents agreed to make a report to the teacher if they see a student bringing vape or drugs to school.

 

Based on question survey 7.

 

Based on the survey that we have conducted on 304 respondents, 21.7% equivalent to 66 respondents, will not refer their friend who has a vape or cigarette addiction to a counselling teacher. While 78.3%, 238 respondents will refer their friend who has a vape or cigarette addiction to a counselling teacher.

 

Based on question survey 8.

 

Based on the survey that we have conducted on 304 respondents, 8.6% equivalent to 26 respondents, believe that schools do not need to carry out drug and vaping education prevention activities in order to help get a better understanding of drug and vaping abuse. While 91.4%, equivalent to 278 respondents, believe that schools do need to carry out drug and vaping education prevention activities in order to help me better understand drug and vaping abuse.

 

Based on question survey 9.

 

Based on the survey that we have conducted on 304 respondents, 1.3% equivalent to 4 respondents, have friends that are involved actively in doing drugs. While 98.7%, equivalent to 300 respondents, do not have friends that are involved actively in doing drugs.

 

Based on question survey 10.

 

Based on the survey that we have conducted on 304 respondents, 0.7% equivalent to 2 respondents, have done drugs. While 99.3%, equivalent to 302 respondents, have not done any drugs.

 

Solution: After collecting the data, our team decided:-

To come up with a solution that is designed to educate young people about the risks and consequences of drug and nicotine abuse and to help them develop decision-making skills. To find out a solution to overcome the problem statements and achieve the objectives.

 

 

 

 

 

Methodology I: The Board Game

 

As a fun and engaging solution, we have decided to develop a board game that educates young people on the dangers of drug abuse. OPERATION NARCO-TERMINATOR has been well designed by our team members in accordance with the current drug and vape issues. From the cards to the figures, each and every speck of detail has been carefully considered to fulfil and satisfy a consumer’s needs while playing this board game. Besides that, this board game is not restricted to any age group, which means this board game is appropriate for all ages! OPERATION NARCO-TERMINATOR is a creative and engaging board game designed for 5-10 players, focusing on raising awareness about the dangers of underage drug usage and vaping abuse. In the game, players take on roles such as the Culprit, Prefects, and other students, with the main character being an undercover agent named AGENT NARCO-TERMINATOR.

 

Items

1. Points

2. Tip

3. Dice

4. Game pieces

5. A box of questions (cards)

6. Action cards

7. Speech cards

8. Story cards

9. Identity cards

10. Clue cards

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Narrator is decided first and hands the identity cards randomly to the rest of the players. Players start with a starting point of 20 pts. The narrator chooses a Story Card at random to start the game.

 

players roll the dice and move to their spot

 

1 - QUESTION

The player stops at “QUESTION”

Players answer the given question (random),

 

—- answer a question incorrectly -10 points

—-answer a question correctly +10 points

 

2 - REHABILITATION CENTER, PENALTY

The player stops at “REHAB CENTER” or “PENALTY”

The player cannot move/ roll the dice until the round is over (when all players have moved)

and must remain in place. BUT players can choose to move by - buying a question, which will cost 10 points.

And players must answer the questions correctly or no actions ( remain at their spot until the round is over )

 

3 - FREE POINTS

 

4 - ACTION

 

5 - GROUP MISSION

Players work together to solve the mission. The culprit can sabotage the group mission by answering the question incorrectly- a penalty for all the players.

 

 


 

                                         AFTER A ROUND OF BOARD GAME

Before the voting session(optional) - players can buy one clue regarding the culprit for 15 points.

 

The narrator pauses the game and reads the back of the first card saying “A student at this school has been suspected of vaping in the toilets, the school is launching an investigation” everyone starts the voting session

 

One person can accuse another of being a culprit and said person will have to defend themself.

The others may vote on who they think is the culprit

And after one person has been voted out they get a suspension (whether or not they are the culprit)

 

If they are the culprit the NARC and others win

 

If they are not then the game continues

 

If the NARC gets voted out the culprit wins and the narrator reads a secret card saying “All the school kids had fallen victim to drugs and faced severe consequences”

 

 

MISSION CARDS

         

 


 

Game Pieces

- are used to represent a player

- are used to keep track of the number or position in a board game


 

 


Results and Discussions

 

1. 100% of game participants agree that this game can improve drug and vape prevention education.

 

2. 100% of players agree on the fun of learning while learning.

 

3. 100% members of the Criminal Education Club enjoy and agree that the extracurricular. activities are interesting.

 

4. 80% agree that this activity for the subject of Physical Education and Health is interesting and suitable to be carried out within an hour it  requires for a minimum of 6 players.

 

 

Our program focuses not only on the risks associated with drug misuse but also emphasises the importance of resilience, self-esteem, and healthy coping mechanisms. We believe that prevention is key, and by instilling these values early on, we can build a generation of resilient and empowered individuals who are less susceptible to the temptations of drugs. Furthermore, we recognize that addressing drug misuse requires a multi-faceted approach. It is not solely the responsibility of individuals or families but requires collaboration and support from various stakeholders, including educational institutions, healthcare providers, law enforcement agencies, and community organisations. By fostering partnerships and promoting cooperation among these entities, we can create a united front against drug abuse. What's more, we believe that saying no to substances like vaping can make a person become the best version of themselves, while implementing the KPM’s  motto of ABC, good and clever children “Anak Baik Lagi Cerdik”.

 


Conclusions

Our team created OPERATION NARCO-TERMINATOR to tackle drug and vape issues. We've carefully crafted every detail, from the cards to the figures, to make it awesome for players. It's suitable for all ages, so parents and kids can enjoy it together, having fun while promoting a healthy mindset and building stronger bonds. This game is a powerful tool to drive positive change and combat drug and nicotine abuse in schools and society. The Ministry of Education in Malaysia supporting it for curriculum activities is a fantastic move. Let's make a difference and say no to drugs with this amazing board game.

 

 

References

  1. E-cigarettes: Facts, stats and regulations (https://truthinitiative.org/research-resources/emerging-tobacco-products/e-cigarettes-facts-stats-and-regulations)
  2. Effect and content of vape (https://www.infosihat.gov.my/images/media_sihat/slaid/pdf/1_vape.pdf)
  3. Know the Risks: E-cigarettes & Young People (https://e-cigarettes.surgeongeneral.gov/)
  4. Malaysia Education Ministry initiatives on addressing vape related issues among children and school students (https://www.moe.gov.my/muat-turun/kenyataan-media/km2023/5747-km-berkaitan-inisiatif-menangani-isu-berkaitan-vape-dalam-kalangan-kanak-kanak-dan-murid-sekolah/file)
  5. More than 2.5 Million Youth Reported E-Cigarette Use in 2022 (https://www.cdc.gov/media/releases/2022/p1007-e-cigarette-use.html)
  6. Results from the Annual National Youth Tobacco Survey (https://www.fda.gov/tobacco-products/youth-and-tobacco/results-annual-national-youth-tobacco-survey)
  7. Vaping Rises Among Teens (https://newsinhealth.nih.gov/2019/02/vaping-rises-among-teens)
  8. Vaping: What You Need to Know (for Teens)

https://kidshealth.org/en/teens/e-cigarettes.html

 

 




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sebelum menyertai World Youth Intervention Innovation mereka menyertai PBL STEM Sc Sosial Peringkat Antarabangsa dan mendapat tpt ke 5 dlm kategori tersebut yg melayakkan murid menyertai pertandingan Workd Youth ini



 

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