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Gamification for Mobile-Based Al-Quran Writing Learning Applications
Publication year - 2021
Publication title -
international journal of emerging trends in engineering research
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.218
H-Index - 14
ISSN - 2347-3983
DOI - 10.30534/ijeter/2021/06922021
Subject(s) - patience , islam , usability , test (biology) , computer science , mathematics education , value (mathematics) , population , psychology , theology , human–computer interaction , medicine , social psychology , philosophy , paleontology , environmental health , machine learning , biology
Al-Quran is the holy book of Islam. Although Indonesia has the largest Muslim population in the world, children's interest in learning to write Al-Quran is still small. Whereas in the activity of writing Al-Quran there are several virtues such as being able to train accuracy, train patience and speed up the ability to read Al-Quran. This research developed an application to help people learn to write Hijayah letters (the letters used in the Al-Quran). This study uses a gamification approach in the form of score collection, leaderboard, and high score. Gamification is used to increase children's experience in learning to write Al-Quran. The results of the validation test showed that there were seven requirements resulting in a value of 100% valid. The results of the analysis from usability testing were 70.5 percent. The results of the comparison between the score from the application and the teacher (Ustadz) assessment obtained a score of 80%

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