e-ISSN 2231-8534
ISSN 0128-7702
Siti Hasrinafasya Che Hassan, Syadiah Nor Wan Shamsuddin and Nor Hafizi Yusof
Pertanika Journal of Social Science and Humanities, Volume 31, Issue 1, January 2023
DOI: https://doi.org/10.47836/pjst.31.1.16
Keywords: Adaptive gamification, game aesthetics, game dynamics, game mechanics, learning analytics, Quranic memorisation, self-regulated learning
Published on: 3 January 2023
The difficulty of sustaining and preserving the quality of Quranic memorisation is still an unsolved problem. Motivation and engagement are the most desired experiential qualities to memorise the Quran. This paper presents a framework for introducing adaptive gamification technology (integrated into the student learning experiences) by providing appropriate personalised formative memorising activities. A methodology that follows the three stages, which are analysis, design, and evaluation, was implemented in this study. A validation process by experts was conducted to get the relevant criticisms and recommendations for further improvement of the proposed framework. The results demonstrated that all components are compatible and usable for developing a prototype application specifically for self-learning Quranic memorisation. With proper integration of gamification in learning and assessment activities, a positive impact on the memorisation process can be achieved, such as higher satisfaction, motivation and greater achievement of students through appropriate learning analysis. Therefore, the proposed conceptual framework known as Gamification Learning for Al-Quran Memorisation (GLAM-Q) is expected to contribute significantly and be a reference model in developing a Quranic memorisation application.
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ISSN 0128-7702
e-ISSN 2231-8534
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