2021
DOI: 10.11113/umran2021.8n3.508
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Mobile Educational Games For Learning Sirah Nabi: Development And Usability Evaluation

Abstract: The pervasive use of the internet and mobile phone among the age group 5 – 17 years old makes learning through these media an attractive proposition. Mobile learning presents a flexible and inventive way of learning as well as the new normal. On the other hand, learning Sirah is an essential part of every Muslim in the world in order to understand what has happened in the past regarding our beloved prophet and to learn from his behaviour and follow his sunnah. However, past studies shown that the traditional l… Show more

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Cited by 3 publications
(2 citation statements)
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“…Kajian Yalcin et al ( 2019), membuktikan bahawa implementasi gamifikasi dalam pendidikan mempunyai hubungan secara langsung yang ketara dengan prestasi murid. Tujuan utama gamifikasi adalah untuk menggalakkan pembelajaran dan menyelesaikan masalah seperti dalam bidang kesihatan (Muhamat et al, 2021), perubahan iklim (Aydoğan et al, 2022) dan pengajian Islam (Kamarazaman et al 2021, Mohd Rum et al, 2022.…”
Section: Pendidikan Berasaskan Permainan Mayaunclassified
“…Kajian Yalcin et al ( 2019), membuktikan bahawa implementasi gamifikasi dalam pendidikan mempunyai hubungan secara langsung yang ketara dengan prestasi murid. Tujuan utama gamifikasi adalah untuk menggalakkan pembelajaran dan menyelesaikan masalah seperti dalam bidang kesihatan (Muhamat et al, 2021), perubahan iklim (Aydoğan et al, 2022) dan pengajian Islam (Kamarazaman et al 2021, Mohd Rum et al, 2022.…”
Section: Pendidikan Berasaskan Permainan Mayaunclassified
“…In Indonesia, Islamic religious education is held in schools by providing freedom and facilities that allow educators to be creative in packaging learning using various methods, strategies, media, and platforms connected to the internet and other supporting technologies. The problem of the quality of Islamic religious education learning in Malaysia also seeks a solution using knowledge integrated with technology, internet media, and various methods (Nawi et al, 2012;Suhid et al, 2021;Kamarazaman et al, 2021).…”
Section: Introductionmentioning
confidence: 99%