通过手机游戏向马来西亚穆斯林儿童灌输斋月精神

Suhaili Din, Maisarah Mohd Ramli
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引用次数: 0

摘要

斋月对全世界的穆斯林来说都是特殊的节日。在整个斋月期间,穆斯林每天从日出到日落都要禁食。禁食期间禁止吃喝、吸烟和性行为。在这个月里,穆斯林寻求机会做善事,旨在提高他们的良好道德品质和习惯。马来西亚的父母希望他们的孩子也能得到同样的斋月价值观和精神。把价值观和知识传递给孩子们并不是一件容易的事。如今,基于游戏的学习很受欢迎,尤其是在有效教育儿童方面。现有包含伊斯兰内容的手机游戏数量有限,特别是与斋月相关的内容,适合马来西亚人的价值观。因此,这个游戏旨在激励和教育马来西亚的穆斯林孩子在斋月期间禁食和行善。本研究的目的是根据马来西亚的价值观,开发一款适合儿童的斋月手机游戏应用程序。本研究主要关注用户界面(UI)、用户体验(UX)、游戏玩法、游戏设计、环境和叙事的发展。Unity, Adobe Illustrator和Adobe Photoshop是用于制作针对Android用户的2D手机游戏的应用程序。游戏开发生命周期模型是本研究的方法论。完成的游戏在选定的6-12岁的目标受众和有6-12岁儿童的家庭中进行有效性评估。技术接受模型(TAM)用于衡量用户在游戏设计、功能和整体游戏性能方面的接受程度。调查结果显示,100%的受访者认为斋月精神游戏提供了可以应用到他们生活中的知识。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Instilling the Spirit of Ramadan to Malaysian Muslim Children through Mobile Game Approach
Ramadan is special for Muslims all over the globe. Muslims are required to fast every day from sunrise to sunset during the whole month of Ramadan. Eating, drinking, smoking and sex are all prohibited during fasting. During this month, Muslims seek the opportunity to do good deeds and aim to improve their good moral character and habits. Parents in Malaysia wish that their children also get the same value and spirit of Ramadan. Passing down the value and knowledge to children is not an easy task. Game-Based Learning is popular nowadays, especially in educating children effectively. The amount of existing mobile games that contain Islamic content especially related to Ramadan suitable for Malaysian values is limited. Therefore, this game aims to motivate and educate Muslim kids in Malaysia about fasting and good deeds during Ramadan. The objective of this study is to develop a mobile game application on Ramadan that is suitable for children according to Malaysian values. This research focuses on the development of User Interface (UI), User Experience (UX), gameplay, game design, environment, and narrative. Unity, Adobe Illustrator, and Adobe Photoshop are the applications used to produce the 2D mobile game aimed at Android users. Game Development Life Cycle (GDLC) model is used as the methodology in the development of this research. The completed game was evaluated for effectiveness among selected target audiences aged 6-12 and families with children aged 6-12. Technology Acceptance Model (TAM) was adapted to measure user acceptance in terms of game design, functionality, and overall game performance. The result shows that 100 % of the respondents agreed that the Ramadan Spirit game provides knowledge that can be applied in their life.
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