GAMIFIED MOBILE APP FOR QURAN READING LEARNING

In the era of technological advancements in education, mobile applications have become a crucial means of supporting religious learning, especially Quran reading. The ability to read the Quran holds significant importance for Muslims, and effective learning methods are needed to achieve proper an...

Full description

Saved in:
Bibliographic Details
Main Author: Ridwan Siregar, Faisal
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/76539
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Institut Teknologi Bandung
Language: Indonesia
Description
Summary:In the era of technological advancements in education, mobile applications have become a crucial means of supporting religious learning, especially Quran reading. The ability to read the Quran holds significant importance for Muslims, and effective learning methods are needed to achieve proper and proficient reading skills. This study aims to design and develop a Quran reading learning application with a gamification approach that is accessible to the wider community. The research employed the DRM (Design Research Methodology) framework, adopted the SLEEG (Smart Learning Environment Establishment Guideline) method based on ISO 21001:2018 standards, and utilized the ADDIE (Analyze, Design, Develop, Implement, Evaluate) method for development. Additionally, the study incorporates gamification features using the Octalysis framework applied through MockupDD. The application development follows a waterfall approach, with clear requirements and specifications documented in the SRS (Software Requirements Specification). Application testing involves 40 respondents, evaluating user reactions using the HMSAM (Hedonic-Motivation System Adoption Model) with a 5-point Likert scale, and assessing the learning impact. The results of the user reaction evaluation indicate that the ease of use of the Quran reading learning application with gamification positively influences users’ perceptions regarding usefulness, curiosity, satisfaction, and control when using the application. Furthermore, curiosity has a positive impact on sustained usage and focus during application usage. Additionally, the evaluation of learning impact shows an increase in knowledge for each user after using the application.