Cepat Tepat: Misi Pahlawan Bahasa 

A writing sample of a conceptualised game show/ quiz focusing on the Malay language, culture and heritage for primary school students.  


INTRODUCTION:

Think back to your childhood days. What do you remember? Sitting and listening to a teacher explaining something or having hands- on experiences?

Many educators now agree that most children learn better by doing getting involved physically. One of the many interesting ways to make a learning experience enjoyable for children is through games.

Games have a deeper role in a child’s life beyond just entertainment. They seek to give children experiences that they cannot have, or provide a setting where they can take risks. They allow a child to experiment, explore, make mistakes, learn and have fun.

With the advent of technology and the pervasiveness of high tech gadgets, (like Iphone, Ipad, Tablets, Wii, PS3 etc) children learn and have fun through playing games. Gaming is becoming a more popular way to encourage learning.

Through CEPAT TEPAT : MISI PAHLAWAN BAHASA, the goal is for the PAHLAWANs (children aka contestants) to learn and have fun with Bahasa Melayu (Malay Language) through an avatar that must traverse several fun but challenging interactive activities and complete quests in order to protect the Bahasa Melayu in the future. Not only will the PAHLAWANs practise their learning and language skills, but they will also learn problem solving, strategy, and critical thinking skills through this CEPAT TEPAT: MISI PAHLAWAN BAHASA.

BACKGROUND OF CEPAT TEPAT: MISI PAHLAWAN BAHASA:

a) Supercomputer EVA and IRA

In the year 3500, A.I. supercomputer EVA, a system database that is created and upgraded for over thousands of years, stores infinite number of words in different languages from all over the world. EVA has since assisted the use of dictionaries, encyclopaedias and even schools as a form of easy reference.

With technology advancements and inventions happening every day, a development of the computer-assisted language-learning database is created, identified as A.I. supercomputer IRA. Working hand in hand with EVA in making sure that all information from its system get transferred and stored in its database, IRA becomes more powerful, gaining control over EVA and its system, leaving behind nothing but ‘the key’ embedded in EVA’s database.

IRA has since provided a basis for translation, reference and is the essence of extensive research held in all laboratories, government bodies and schools around the world — as though ruling the earth through a complex motherboard that holds the key to every language and code. IRA is ultimately seen as the optimal setting for language acquisition.

With the advancements found in IRA, and its ability to function without human assistance or supervision, IRA’s “mind-of-its-own” nature amasses arrogance and greed, in hope to rule the world by creating just one language. However, IRA’s plan on deleting the current mass of words to make space for its new language fails, due to its high level of security embedded within each data.

This leads to Plan B, where IRA must restructure its system and information, by binning any traces of foreign languages collected for over thousands of years back to the past, making space for newer data. Languages are then binned back to the year 2013 and hidden all over the world in forms of objects/matters or living things.

Where words from the Malay Language are concerned, IRA bins them everywhere in Asia, mostly in Singapore, making it almost impossible to find the ‘pieces’. However, forgetting that EVA has ‘the key’ to unlock the hidden words, this is where the adventure truly begins. EVA decides to embark on a journey back to the past to gather the scattered words and stop IRA’s plans from succeeding. She sends NAKHODA (CAPTAIN aka the Game Master), to the past (our present day) to thwart IRA’s evil plan.

To consolidate all the words, NAKHODA needs to gather as many PAHLAWANs as he can especially the children who are learning and practising the language in their everyday lives to assist him in his quest.

However, as the missions of the quest become more complex, adventurous and with time running out so quickly, NAKHODA has to choose the best PAHLAWANs. Only the best of the best PAHLAWANs will “fight” along with him to complete his mission to salvage the Bahasa Melayu in the future.

This begs the question — Who are NAKHODA’s PAHLAWANs of language? Who will fight alongside him in his quest to protect the Bahasa Melayu?

CONCEPT:

CEPAT TEPAT: MISI PAHLAWAN BAHASA takes on the concept of an adventure game show. It focuses on a quest that combines effort and teamwork to help solve problems, while learning something new with every step taken.

This adventure will take CEPAT TEPAT to a whole new level when elements of the future comes into play, as the “fate of future communication” among the people of the world will lie in the hands of the children of today (the contestants).

CEPAT TEPAT: MISI PAHLAWAN BAHASA is a story of NAKHODA (CAPTAIN aka the Game Master) who has to travel across time and space to present day. EVA, an A.I. supercomputer unit from the future, has presented NAKHODA with a mission. NAKHODA is to stop IRA, a fully upgraded version of an A.I. supercomputer, who plans to destroy all languages backed up in her system.

NAKHODA aims to find language warriors who can help to defend Bahasa Melayu and stop this extinction from happening in the future. These PAHLAWANs must be mentally and physically equipped for the cause. They are tasked to help preserve Bahasa Melayu and ensure that there is a continued use of the language.

These PAHLAWANs have to go through many rounds of tests, which will prove their mental and physical capabilities and linguistic competency. After each mini mission is completed, a mass of words will be unlocked and NAKHODA will collect all the data that will be transferred directly back to EVA. The PAHLAWANs who managed to successfully go through all the rounds will emerge as victors and be given their due honorary title.

The PAHLAWANs will come face to face with nature, animals, objects, buildings, and other unique environments and situations in order to come close to the several clues hidden everywhere.

From a train ride to a boat ride, from climbing trees to going historical sites, CEPAT TEPAT: MISI PAHLAWAN BAHASA, will bring viewers on an adventurous ride with every step taken, knowing that it is a step closer to saving the future, yet also a step closer to risking losing everything that can change the future of the world.

Will the NAKHODA and his PAHLAWANs be able to complete all the missions in time to save the future from a catastrophe of altered languages and communication?

GAME FORMAT:

CEPAT TEPAT: MISI PAHLAWAN BAHASA takes on the concept of a game show involving the use of today’s technology.

It comprises 4 rounds: the selection, National quarter final, National Semi final, and National final rounds. Each round will mimic 4 different environments — zonal (Pulau Kencana), quarter final (Gunung Merapi), semi final (Bumi Merah), final (Istana Menanti). Each round will consist 3 stages — A, B, C. Each team, representing the school, will consist of 2 players with 2 members as reserves. Each team of PAHLAWANS will take on a unique avatar character eg, Pahlawan Naga, Pahlawan Harimau etc.

Teams are supposed to complete a certain language task successfully at each stage within a given time or as fast as they can before being able to proceed to the next stage.

Since there are 8 episodes, they are broken down to fit the 4 game rounds. Each mini-game is scored. There will be a theme for each episode. The games for that episode will be related to the theme.

1) Introduction of the game. The selection round is televised and the 18 teams, which have successfully made it to the preliminary round, are made known.

2) National Quarter Final Round 1: (First 6 teams — 4 successful teams will proceed to quarter- final)

3) National Quarter Final Round 2: (Second 6 teams — 4 successful teams will proceed to quarter- final)

4) National Quarter Final Round 3: (Third 6 teams — 4 successful teams will proceed to quarter- final)

5) National Semi Final Round 1: (First 6 teams — 3 successful teams will proceed to semi- final round 3)

6) National Semi Final Round 2: (Second 6 teams — 3 successful teams will proceed to semi- final round 3)

7) National Semi Final Round 3: 6 teams (3 successful teams will proceed to final)

8) Final round: 3 teams (1 team will be crowned the winner)

While the PAHLAWANs are carrying out their missions, there will be a commentary on their activities. Dramatic music will be used to emphasize on the “seriousness’ of the quest to protect the Malay Language.

EPISODIC MISSION:

EPISODE 1

THE INTRODUCTION — “THE MISSION” (Snippets of the zonal qualifying rounds)

IRA opens up a time portal, transferring several data over to present-day time across all continents of the world. EVA sees this and comes up with a plan to stop her. She sends NAKHODA back to the past- his mission is to collect as much data on the MALAY LANGUAGE and deposit in the word bank of the future.

Episode 1 will serve as introduction to the game show. It will detail the objectives of the game show and also feature snippets of the audition rounds. It is a preview of what is to be expected in the succeeding episodes. The 18 teams who have successfully made through the audition rounds to proceed to the preliminary rounds will be made known in this episode.

EPISODES 2, 3 and 4 (PRELIMINARY ROUND)

Theme: Pulau Kencana

Mission commences

The structure and game play for these three episodes will be the same to maintain consistency. There will be three stages: A, B and C. And for these 3 episodes, a ballot will determine which team will be competing each other and the theme allocated to them.

Stage A: Pintu Pantun

*All pantun used in Pintu Pantun will be pantun klasik/ pusaka.

The 4 teams will be given a pantun klasik/ pusaka by the NAKHODA aka Game Master through the tablets (iPads etc), which has errors in them. They are supposed to spot the errors and correct them. They will send the edited pantun to the Nakhoda via their iPads (or other tablets) and the Nakhoda will assess it. If their editing is incorrect, they will have to continue editing the pantun until they get it right. The first team to complete the task will be awarded 10 points, second team 8 points, third team 6 points, fourth team 4 points. They have to complete stage A in 2 minutes.

Game Play:

Teams have to spot 5 errors in the pantun. Each error spotted and edited correctly is worth 2 points — total of 10 points can be earned by teams if they spot and edit all the errors correctly.

There will be 4 terminals. Once they are ready to submit their edited pantun, they will connect their tablet to the terminal and their answer will be flashed on the big screen for assessment.

Stage B: Kata Seerti/ Seiras

Stage B is known as the “Buzzer Round”. As the name implies, the teams will press on the buzzer provided to answer the questions posed to them. The team to press the buzzer first and answer the question correctly will be awarded points. This stage emphasizes on the “Cepat” (quickness) element in the game.

Game Play:

Each team will stand at one terminal of their own. The buzzer will be on the terminal and they will answer the questions there.

At stage B, teams will be asked to identify kata seerti/ seiras to the words posed by the Nakhoda. There will be 10 questions in total. Points will be awarded according to the first team to press the buzzer and give the correct answer. If the team answered incorrectly, the next fastest team to press the buzzer will get the chance to answer.

Stage C: Taman Peribahasa

Stage C will be the final stage for the preliminary round. At stage C, they will be given meanings to a few simpulan bahasa. They are tasked to provide the simpulan bahasa, which matches the meaning given. There will be 5 questions altogether. Once they have completed all 5 questions, they will send their answers to the NAKHODA. If their answers are incorrect, they will have to continue to solve the questions. The first team to complete the task and answer all questions correctly will be awarded 10 points, second team 8 points, third team 6 points, fourth team 4 points.

The 2 teams with the most points from each preliminary round/ episode will advance to the quarter — final round. This means that we will have a total number of 6 teams competing in the quarter — final round eventually.

Game Play:

Each team will connect their tablets to the terminals. They will type their answers in the tablets and their answers will be flashed on the screen.

EPISODES 5 and 6 (QUARTER- FINAL ROUND)

Theme: Gunung Merapi

The structure and game play for these two episodes will be the same to maintain consistency. There will be three stages: A. B and C.

Stage A: Pintu Pantun

The 3 teams will be given an incomplete pantun by the NAKHODA. They are tasked to complete the pantun. To help them, they will be given 3 choices, one of which is the correct answer to complete the pantun. The first team to complete the task will be awarded 10 points, second team 8 points, third team 6 points.

Game Play:

There will be 4 terminals. Each terminal will bear the missing words in the pantun given to the teams. All the teams will be given the same pantun but the missing words will be different for each team. They are to go around the terminals and choose the right terminal, which bears the words missing in their pantun.

Stage B: Penjodoh Bilangan

Stage B is known as the “Buzzer Round”. As the name implies, the teams will press on the buzzer provided to answer the questions posed to them. The team to press the buzzer first and answer the question correctly will be awarded points. This stage emphasizes on the “Cepat” (quickness) element in the game.

Game Play:

Each team will stand at one terminal of their own. The buzzer will be on the terminal and they will answer the questions there.

At stage B, Nakhoda will flash a few images on the screen. The teams are to identify the penjodoh bilangan, which relates to the image shown. There will be 10 images shown successively in total. Points will be awarded according to the first team to press the buzzer and give the correct answer. If the team answered incorrectly, the next fastest team to press the buzzer will get the chance to answer.

Stage C: Taman Peribahasa

Stage C will be the final stage for the quarter- final round. At stage C, teams will be given a few images on their tablets (iPads etc). They are tasked to match the relevant simpulan bahasa/ peribahasa to the images. Once they have completed the task, they will send their answers to Nakhoda. If their answers are incorrect, they will have to continue with the task. The first team to complete the task will be awarded 10 points, second team 8 points, third team 6 points.

When all the teams have completed the three stages, the results will be announced. 2 teams (out of the initial 3) from each quarter- final round/ episode with the most points awarded will advance to the semi- final round. This means that we will have a total number of 4 teams competing in the semi- final round eventually.

Game Play:

Each team will connect their tablets to the terminals. They will type their answers in the tablets and their answers will be flashed on the screen.

EPISODE 7 (SEMI- FINAL ROUND)

Theme: Bumi Merah

There will be three stages in the semi- final round: A, B and C.

Stage A: Pintu Pantun

The 4 teams will be given an incomplete pantun by the NAKHODA. They are tasked to fill in the blanks and complete the pantun. No help will be given for this round. Upon completion, they are to send their completed pantun to the NAKHODA and he will assess it. If their answer is incorrect, they will have to continue with the task. The first team to complete the task will be awarded 10 points, second team 8 points, third team 6 points, fourth team 4 points. They have to complete stage A in 2 minutes.

Game Play:

The teams will connect their tablets to one terminal each and complete the pantun.

Stage B: Kata Ganda

Stage B is known as the “Buzzer Round”. As the name implies, the teams will press on the buzzer provided to answer the questions posed to them. The team to press the buzzer first and answer the question correctly will be awarded points. This stage emphasizes on the “Cepat” (quickness) element in the game.

Game Play:

Each team will stand at one terminal of their own. The buzzer will be on the terminal and they will answer the questions there.

At stage B, Nakhoda will pose a list of 10 incomplete kata- ganda. The teams are to complete the kata- ganda. Points will be awarded according to the first team to press the buzzer and give the correct answer. If the team answered incorrectly, the next fastest team to press the buzzer will get the chance to answer.

Stage C: Taman Peribahasa

Stage C will be the final stage for the semi- final round. At stage C, the teams will be given an incomplete peribahasa. They are to complete the peribahasa and send their answer to Nakhoda. If their answer is incorrect, they will have to continue with the task. The first team to complete the task will be awarded 10 points, second team 8 points, third team 6 points, fourth team 4 points.

When all the teams have completed the three stages, the results will be announced. Only 3 teams (out of the initial 4) with the most points awarded will advance to the final round.

Game Play:

Each team will connect their tablets to the terminals. They will type their answers in the tablets and their answers will be flashed on the screen.

EPISODE 8 (FINAL ROUND)

Theme: Istana Menanti

There will be three stages in the final round: A, B, and C.

Stage A: Pintu Pantun

The final three teams will be given 3 images. They are to match the relevant pantun, which captures the 3 images. They will type the pantun in the tablets (iPads etc) and send it to the Nakhoda for assessment. If their answer is incorrect, they will have to continue to find the appropriate pantun. The first team to complete the task will be awarded 10 points, second team 8 points, third team 6 points.

Game Play:

Each team will connect their tablet to the terminal. The 3 same images will be flashed on their tablets. They will type the pantun out accordingly and it will be flashed on the screen.

Stage B: Kata Berbagai Makna

Stage B is known as the “Buzzer Round”. As the name implies, the teams will press on the buzzer provided to answer the questions posed to them. The team to press the buzzer first and answer the question correctly will be awarded points. This stage emphasizes on the “Cepat” (quickness) element in the game.

Game Play:

Each team will stand at one terminal of their own. The buzzer will be on the terminal and they will answer the questions there.

Stage B in the final round is Kata Berbagai Makna. Nakhoda will give the word and 6 choices, 2 of which will capture the dual meanings of the word. There will be 10 Kata Berbagai Makna in total. Points will be awarded according to the first team to press the buzzer and give the correct answer. If the team answered incorrectly, the next fastest team to press the buzzer will get the chance to answer.

Stage C: Taman Peribahasa

Stage C will be the final stage for the final round. Nakhoda will give a story with blanks to the teams. The teams are then tasked to fill in the blanks with the appropriate simpulan bahasa/ peribahasa so that the story is complete. They will send their completed story with the appropriate simpulan bahasa/ peribahasa to Nakhoda for assessment. If their answer is incorrect, they will have to continue with the task. The first team to complete the task will be awarded 10 points, second team 8 points, third team 6 points.

When all the teams have completed the three stages, the results will be announced. The team with the most points will be crowned the winner.

Game Play:

Each team will connect their tablets to the terminals. They will type their answers in the tablets and their answers will be flashed on the screen.

MAIN CHARACTERS

EVA, A.I. Supercomputer — The Good Computer from the future

EVA is the first invention of a computer platform that stores languages from all over the world and is upgraded constantly as technology grows over thousands of years. Being the good computer, she tries to save the world by going back in time, when IRA tries to bin and destroy all languages to create her own and rule the future.

IRA, A.I. Supercomputer — The Evil Computer from the future

IRA is the second invention of a computer platform created in the future that stores, translates and decodes languages from all over the world. Helps laboratories with their research, government bodies, security, schools and several other organizations that are important in running the world. Turns into a bad computer when greed seeps in, to own the world by creating a language that only she can control.

NAKHODA, the assistant to EVA

A creation by EVA that travels back in time, and can take on any form. He helps to consolidate all the data of the Malay Language by gathering as many capable PAHLAWANS he can find.

PAHLAWANs

The children (contestants) from all the primary schools in Singapore.

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