Evaluating the Impact of Gamified Quranic Learning Mobile Apps for Children

Mahnoor Aftab, Noreen Jamil
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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.
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评估游戏化古兰经学习移动应用程序对儿童的影响
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。
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