{"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}
引用次数: 0
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.