2017
DOI: 10.1051/matecconf/201713500076
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Embedding Repetition (Takrir) Technique in Developing Al-Quran Memorizing Mobile Application for Autism Children

Abstract: Abstract. Nowadays, there are various types of learning materials used in the process of teaching and learning of Al-Quran including the use of mobile application. However, the features of mobile application that are appropriate for the process of memorizing the Al-Quran, especially for the needs of children with autism is still limited. Thus, this paper proposes an interactive Al-Quran mobile application namely iHafaz to facilitate autism children recite and memorizing Al-Quran. A takrir (repetition) techniqu… Show more

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Cited by 10 publications
(12 citation statements)
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“…is includes assessing the efficiency, effectiveness, learnability, acceptability, and user satisfaction towards the application in a real environment to aid the Quran memorization among students. 6…”
Section: Discussionmentioning
confidence: 99%
See 3 more Smart Citations
“…is includes assessing the efficiency, effectiveness, learnability, acceptability, and user satisfaction towards the application in a real environment to aid the Quran memorization among students. 6…”
Section: Discussionmentioning
confidence: 99%
“…Recurrence or replication of process that helps in strengthening the memory of what is being learned as it is a wellrehearsed method that helps to maintain the memory retention of the Quran for a long time [6,30,31]. Repetition of hearing or seeing affects the short-term memory [32].…”
Section: Technique Description Repetitionmentioning
confidence: 99%
See 2 more Smart Citations
“…It was a gameplay interactive learning that integrated graphics, sound, and text for children's learning; unfortunately, it was not specifically for memorising. Subsequently, more game mechanics have introduced for Quran memorisation in 2016 and 2017, such as points (Adhoni et al, 2013;Moulana, 2017;Rosmansyah & Rosyid, 2017;Senan et al, 2017;Shamsuddin et al, 2016), achievements (e.g. badges, trophic, rewards/gifts) (Rosmansyah & Rosyid, 2017;Shamsuddin et al, 2016), levels (Adhoni et al, 2013;Adhoni et al, 2014;Moulana, 2017;Rosmansyah & Rosyid, 2017;Senan et al, 2017;Shamsuddin et al, 2016), challenges (Moulana, 2017), progress bar (Rosmansyah & Rosyid, 2017), leaderboard (Rosmansyah & Rosyid, 2017), and so on.…”
Section: Adaptive Gamificationmentioning
confidence: 99%