C.A.T. Quest: The Colours of Computing

 
The first contestant who completed the C.A.T. Quest 2018. Redemption counter of the C.A.T. Quest.
 
Students’ booth. Students’ holding their Passports.
SHAH ALAM, 5 July 2018- In the era of modern advancements, it is undeniable that technology plays a big role in every aspect of our lives. From communicating with faraway friends and family members, to commuting to different places, and even daily activities such as paying for goods and services, technology has not only revolutionised the way we live, but also given us countless possibilities to learn and grow. And yet, despite its ever-growing presence in our lives, not a lot of us know what exactly goes on behind the screens of our gadgets, and how websites function. Hence, embracing the idea of exposing the public to new technology as well as letting students know about the inner workings of their favourite applications, the School of Computing and Creative Media (SCCM) held C.A.T.Quest.

From 9 a.m. to 3 p.m., approximate 80 booths were set up in the KDU atrium, all conducted by students from SCCM. Some booths boasted the functions of new applications, while other booths held interactive activities to explain certain founding concepts that are prevalent in the computing courses’ syllabuses. The C.A.T .Quest booths were not just open to participation from students taking computing, but was also for students and staffs from all schools to join. While the idea of participating in an event related to computing may seem daunting, especially to those who are not very well-versed in using technology, all the activities held during C.A.T. Quest were fun and easy, ensuring that participants did not need to have any sort of prior knowledge. A few examples of the booths that were run that day include a demonstration of how a new application, SketchAR, could help people improve their artwork, and several booths that presented participants with storylines guiding them through difficult mathematical concepts.

To attract more students to participate, a scavenger hunt element was also incorporated into C.A.T.Quest. ‘Passports’ with thirty-five blank spaces and some simple instructions were given away by lecturers at a booth. Participants could then bring the passports to booths to receive stamps once they complete the tasks given. When students receive ten, twenty-five, and thirty-five stamps respectively, they could head back to the booth where they received their passports to redeem three different C.A.T .Quest badges while they were still in stock. Besides the scavenger hunt, diploma students in need of CAC points could also participate in the event to receive 10 CAC points.

All in all, C.A.T. Quest was a successful event, drawing crowds of students throughout the six hours it was held. Not only did participants learn about new applications and how technology works, but they also had fun in the process of doing so. The organisers, on the other hand, were able to flex their leadership and communication skills in order to ensure the event ran smoothly. C.A.T .Quest was a nod of acknowledgement to an aspect of life that is often underappreciated, and inspires confidence that together, we can improve the society’s quality of life and change for a better future with the aid of technological advancements.