评估游戏化古兰经学习移动应用程序对儿童的影响

Mahnoor Aftab, Noreen Jamil
{"title":"评估游戏化古兰经学习移动应用程序对儿童的影响","authors":"Mahnoor Aftab, Noreen Jamil","doi":"10.1109/INMIC56986.2022.9972936","DOIUrl":null,"url":null,"abstract":"The use of technology is increasing day by day as it is helping in daily life issues in lesser time. The children these days prefer using technology more than any other medium of learning. Many researchers have incorporated gamification in educational application to enhance the value of such applications and to attract students to use the application which in turn enhance their learning performance. This research focuses on the children learning Qaida applications which involve gamification so that children can have more attraction and interest in learning the most important Islamic religious book Quran. The comparison of different gaming elements in m- learning applications is done and included in a prototype of Gamified Quran. The prototype has been tested by an experiment and the output of learning performance has been measured with the help of multiple tests and it turned out to have positive impact on learning performance of the children.","PeriodicalId":404424,"journal":{"name":"2022 24th International Multitopic Conference (INMIC)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Evaluating the Impact of Gamified Quranic Learning Mobile Apps for Children\",\"authors\":\"Mahnoor Aftab, Noreen Jamil\",\"doi\":\"10.1109/INMIC56986.2022.9972936\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The use of technology is increasing day by day as it is helping in daily life issues in lesser time. The children these days prefer using technology more than any other medium of learning. Many researchers have incorporated gamification in educational application to enhance the value of such applications and to attract students to use the application which in turn enhance their learning performance. This research focuses on the children learning Qaida applications which involve gamification so that children can have more attraction and interest in learning the most important Islamic religious book Quran. The comparison of different gaming elements in m- learning applications is done and included in a prototype of Gamified Quran. The prototype has been tested by an experiment and the output of learning performance has been measured with the help of multiple tests and it turned out to have positive impact on learning performance of the children.\",\"PeriodicalId\":404424,\"journal\":{\"name\":\"2022 24th International Multitopic Conference (INMIC)\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-10-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 24th International Multitopic Conference (INMIC)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/INMIC56986.2022.9972936\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 24th International Multitopic Conference (INMIC)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/INMIC56986.2022.9972936","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

技术的使用日益增加,因为它在更短的时间内帮助解决日常生活问题。现在的孩子们更喜欢使用技术而不是其他任何学习媒介。许多研究者将游戏化融入到教育应用中,以提高这些应用的价值,吸引学生使用这些应用,从而提高他们的学习成绩。本研究的重点是儿童学习涉及游戏化的基地组织应用程序,使儿童对学习最重要的伊斯兰宗教书籍《古兰经》更有吸引力和兴趣。对移动学习应用中不同的游戏元素进行了比较,并将其包含在游戏化古兰经的原型中。通过实验对原型进行了测试,并通过多次测试对学习成绩的输出进行了测量,结果表明对儿童的学习成绩有积极的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Evaluating the Impact of Gamified Quranic Learning Mobile Apps for Children
The use of technology is increasing day by day as it is helping in daily life issues in lesser time. The children these days prefer using technology more than any other medium of learning. Many researchers have incorporated gamification in educational application to enhance the value of such applications and to attract students to use the application which in turn enhance their learning performance. This research focuses on the children learning Qaida applications which involve gamification so that children can have more attraction and interest in learning the most important Islamic religious book Quran. The comparison of different gaming elements in m- learning applications is done and included in a prototype of Gamified Quran. The prototype has been tested by an experiment and the output of learning performance has been measured with the help of multiple tests and it turned out to have positive impact on learning performance of the children.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信