Nothing Special   »   [go: up one dir, main page]

Skip to main content

Gamification and Augmented Reality Utilization for Islamic Content Learning: The Design and Development of Tajweed Learning

  • Conference paper
  • First Online:
User Science and Engineering (i-USEr 2018)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 886))

Included in the following conference series:

Abstract

Gamification and augmented reality are among the technologies that promise a lot of advantages to the learners. Previous studies have shown that both can motivate learners and make a learning process enjoyable. Nevertheless, Islamic content learning such as tajweed is claimed to be a very dry and plain content. The statement is affirmed by the outcome of our preliminary investigation that reveals tajweed learning is not attractive and it needs to be revolutionized as to make it more attractive and interesting to the present digitally native generation. Producing a high-quality tajweed learning tool is possible through good design and development process. Therefore, this study utilized a gamification and augmented reality in the design and development of tajweed learning in order to make the learning more captivating and meaningful. The ADDIE model was employed to conduct the design and development processes. Hopefully, the combination of the two technologies can attract the learners, particularly the children, and engage them in the tajweed learning process.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Amriani, A., Aji, A.F., Utomo, A.Y., Junus, K.M.: An empirical study of gamification impact on e-learning environment. In: International Conference on Computer Science and Network Technology, pp. 265–269. IEEE Xplore, Dalian (2013)

    Google Scholar 

  2. Dunleavy, B.M.: Design principles for augmented reality learning. TechTrends 58(1), 28–35 (2014)

    Article  Google Scholar 

  3. Deterding, S.: The lens of intrinsic skill atoms: a method of gameful design. Hum.-Comput. Interact. 30(3–4), 294–335 (2015). Special Issues HCI Digital Games

    Article  Google Scholar 

  4. Noor, N.M., Yusoff, F.H., Ismail, M., Yussof, R.L.: Adaptation of enjoyment in learning through gamification. Am. Sci. Lett. 24, 1455–1459 (2018)

    Article  Google Scholar 

  5. Hoe, T.W.: Gamifikasi Dalam Pendidikan, 1st edn. Penerbit UPSI, Tanjung Malim (2015)

    Google Scholar 

  6. Abas, H., Badioze Zaman, H.: Visual learning through augmented reality storybook for remedial student. In: Zaman, H.B., Robinson, P., Petrou, M., Olivier, P., Shih, Timothy K., Velastin, S., Nyström, I. (eds.) IVIC 2011. LNCS, vol. 7067, pp. 157–167. Springer, Heidelberg (2011). https://doi.org/10.1007/978-3-642-25200-6_16

    Chapter  Google Scholar 

  7. Huang, T.C., Chen, C.C., Chou, Y.W.: Animating eco-education: to see, feel and discover in an augmented reality-based experiential learning environment. Comput. Educ. 96, 72–82 (2016)

    Article  Google Scholar 

  8. Villagrasa, S., Fonseca, D., Duran, J.: Teaching case: applying gamification techniques and virtual reality for learning building engineering 3D arts. In: 2nd International Conference on Technological Ecosystems for Enhancing Multiculturality, pp. 171–177 (2014)

    Google Scholar 

  9. Jusoh, W.N.H., Jusoff, K.: Using multimedia in teaching Islamic studies. J. Media Commun. Stud. 1(5), 86–94 (2009)

    Google Scholar 

  10. Ismail, M., Diah, N.M., Ahmad, S., Rahman, A.A.: Engaging learners to learn tajweed through active participation in a multimedia application (TaLA). In: 3rd International Conference on Advances in Computing, Control and Telecommunication Technologies, pp. 88–91. Institute of Doctors Engineers and Scientists (IDES), Jakarta (2011)

    Google Scholar 

  11. Chen, C., Shih, J., Ma, Y.: Using instructional pervasive game for school children’s cultural learning. Educ. Technol. Soc. 17(2), 169–182 (2014)

    Google Scholar 

  12. Hassan, S.S.: Talaqqi – Asas Sebutan Huruf Al-Quran, 3rd edn. REHAL, Petaling Jaya (2014)

    Google Scholar 

  13. Awang, A., Mat, A.C., Yaakub, A.N.: Tahap Pembacaan Al-Quran Dalam Kalangan Pelajar di UiTM Terengganu. Asean J. Teach. Learn. High. Educ. 3, 83–100 (2011)

    Google Scholar 

  14. Hassan, S.S., Zailani, M.A.: Khatam Al-Quran in Islamic education curriculum in Malaysia. Procedia – Soc. Behav. Sci. 103, 558–566 (2013)

    Article  Google Scholar 

  15. Hassan, S.S., Zailani, M.A.: Analysis of tajweed errors in Quranic recitation. Procedia – Soc. Behav. Sci. 103, 136–145 (2013)

    Article  Google Scholar 

  16. Noor, N.M., Yusoff, F.H., Yussof, R.L., Ismail, M.: The potential use of augmented reality in gamification. In: 5th International Conference on Computing and Informatics Proceedings, Istanbul, Turkey, pp. 159–167 (2015)

    Google Scholar 

  17. Garris, R., Ahlers, R., Driskell, J.E.: Games, motivation and learning: a research and practice model. Simul. Gaming 33(4), 441–467 (2002)

    Article  Google Scholar 

  18. Hunicke, R., LeBlanc, M., Zubek, R.: MDA: A Formal Approach to Game Design and Game Research (2004). http://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf?utm_source=cowlevel. Accessed 28 Jan 2015

  19. Miure, M.: Gamification: A Guideline for Integrating and Aligning Digital Game Elements into a Curriculum. Bowling Green State University, Bowling Green (2012)

    Google Scholar 

  20. Brown, K., Anand, C.: Gamification and serious game approaches for introductory computer science tablet software. In: 1st International Conference on Gameful Design, Research and Applications – Gamification Proceedings, pp. 50–57. ACM Press, Toronto (2013)

    Google Scholar 

  21. Blum, L., Wetzel, R., Mccall, R., Oppermann, L., Broll, W., Coudenhove-kalergi, R.R., Augustin, S.: The final TimeWarp: using form and content to support player experience and presence when designing location-aware mobile augmented reality games. In: Designing Interactive System Conference Proceedings, pp. 711–720. ACM, Newcastle (2012)

    Google Scholar 

  22. Gustafon, K.L., Branch, R.M.: What is instructional design? In: Trends and Issues in Instructional Design and Technology, pp. 17–25 (2002)

    Google Scholar 

  23. Noor, N. M.: Al-Adab: Islamic sex education courseware using cognitive theories. Unpublished thesis. Univeriti Utara Malaysia, Sintok, Kedah (2012)

    Google Scholar 

  24. Gagne, R.M.: Learning outcomes and their effects: useful categories of human performance. Am. Psychol. 39(4), 377–385 (1984)

    Article  Google Scholar 

  25. Selinger, M., Kaye, L.: ICT tools and applications. In: Leask, M., Pachler, N. (eds.) Learning to Teach Using ICT in the Secondary School - A Companion to School Experience, 3rd edn., pp. 82–99. Routledge, Taylor & Francis Group, New York (2014)

    Google Scholar 

  26. Chao, K., Lan, C., Chang, K., Sung, Y.: Knowledge management & e-learning augmented reality in a fundamental design course. Knowl. Manag. e-Learn. 6(2), 123–139 (2014)

    Google Scholar 

  27. Malone, T.W., Lepper, M.R.: Making learning fun: a taxonomy of intrinsic motivations for learning. In: Snow, R.E., Farr, M.J. (eds) Aptitude, Learning and Instruction Volume 3: Conative and Affective Process Analyses, Hillsdale, New Jersey, London, pp. 223–253. (1987)

    Google Scholar 

  28. Escobar, G., Kirsh, L.H.: Authoring Tools for Multimedia Application and Network Delivery, 5, 659, 793 (1997)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Nurtihah Mohamed Noor .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer Nature Singapore Pte Ltd.

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Mohamed Noor, N., Lob Yussof, R., Yusoff, F.H., Ismail, M. (2018). Gamification and Augmented Reality Utilization for Islamic Content Learning: The Design and Development of Tajweed Learning. In: Abdullah, N., Wan Adnan, W., Foth, M. (eds) User Science and Engineering. i-USEr 2018. Communications in Computer and Information Science, vol 886. Springer, Singapore. https://doi.org/10.1007/978-981-13-1628-9_15

Download citation

  • DOI: https://doi.org/10.1007/978-981-13-1628-9_15

  • Published:

  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-13-1627-2

  • Online ISBN: 978-981-13-1628-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics