Smart Cities development has progressed rapidly with Internet of Things (IoT), ambient intelligence and increasingly, crowdsourcing. Engaging the community thus plays a key role in developing meaningful communal growth along with other stakeholders. This paper briefly presents a pilot study on developing computational perspectives for community-based engagement and innovations in Smart Cities for the young and thereafter, to explore possibilities of engaging seniors in self and community development, and the young and old in community-based engagement and possibly in the future, the development of viable values-based innovations in information systems.
Science, technology, engineering and mathematics (STEM) and the inclusion of art and design into STEM (STEAM) as a mediator are increasingly emphasized in innovation and entrepreneurial blueprints across countries due to smart cities. Knowledge creation/construction towards a thriving ecosystem however, is not a given. This exploratory study aims to derive design factors for community engagement and possible mashable opportunities/innovations in smart city communities. We present a meta-analysis of two gamified media-model maker opportunities carried out among Malaysian high school students. These are designed based on computational thinking and different design theories which take into account: a) deriving design factors/requirements (success factors) and barriers to gamified learning; b) mapping and intertwining of different models as genetic blueprint for gamified learning; c) refinement of the authors' socio-cognitive-HCI framework; d) possibilities for personalized inclusive design.
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