2024 Seed Grantee

16 July 2025

Gamification as a Tool for Sustainable Crab Fisheries Education by Universiti Malaysia Terengganu

 
OH!CRAB was first ideated at an Ocean Hackathon in 2023.
OH!CRAB was first ideated at an Ocean Hackathon in 2023.
 
Despite the economic value of crabs in Malaysia, limited research and inconsistent data threaten the sustainability of the crab fishery industry. The unregulated harvest of high-value species like Scylla mud crabs risks depleting wild populations, which are vital to local livelihoods and coastal biodiversity. In response, Universiti Malaysia Terengganu (UMT) has developed OH!CRAB—a gamified, citizen science mobile application that teaches crab biology and fisheries management through interactive gameplay, data collection, and augmented reality (AR).
 
OH!CRAB game app prototype interface.
OH!CRAB game app prototype interface.

With the YELL 2024 Seed Grant, Universiti Malaysia Terengganu will be able to raise awareness on sustainable crab fishery and promote conservation fisheries projects through:
  • Integrating gamified learning features in the OH!CRAB application to develop educational modules on crab biology, sustainable fisheries, and aquaculture.
  • Engage youths and young adults through structured workshops on crab biology, fisheries management, and app usage.
  • Involve active users of the OH!CRAB application and citizens in ongoing fisheries data collection efforts including species identity, size, and habitat.
  • Engage with the community through promotional and testimonial videos to raise public awareness about the importance of sustainable crab fisheries and the role of citizen science.
  • Support sustainable fisheries management by providing evidence-based recommendations for sustainable crab harvesting practices, including minimum landing sizes.


 
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