2017 |
Senan, N; Aziz, Wan Ab W A; Othman, M F; Suparjoh, S 135 , Sains EDP, 2017, ISSN: 2261236X, (dipetik oleh 1). Abstrak | Pautan | BibTeX | Tag: Al-Quran, Aluminum, Kanak-kanak dengan Autisme, Penyakit, Belajar, Bahan Pembelajaran, Main Module, Pembuatan, Aplikasi Mudah Alih, Pengkomputeran Mudah Alih, Sistem Telekomunikasi Mudah Alih, Mengajar, User Testing @ persidangan{Senan2017, tajuk = {Embedding Repetition (Takrir) Technique in Developing Al-Quran Memorizing Mobile Application for Autism Children}, pengarang = {N Senan and W A Wan Ab Aziz and M F Othman and S Suparjoh}, penyunting = {Sofian Amir Mohd Faizal Izzuddin Mohd Rasidi Mohd Azlis Sani Md.J. Ahmad Mubarak M K M B Z I T A Nik Hisyamudin M.N. Al Emran I.}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85036457592&doi=10.1051%2fmatecconf%2f201713500076&rakan kongsi = 40&md5=89a8a813a3f2af36f46870c9b4f4dd39}, doi = {10.1051/matecconf/201713500076}, terbitan = {2261236X}, tahun = {2017}, tarikh = {2017-01-01}, jurnal = {Web Persidangan MATEC}, isi padu = {135}, penerbit = {Sains EDP}, abstrak = {Pada masa kini, there are various types of learning materials used in the process of teaching and learning of Al-Quran including the use of mobile application. Walau bagaimanapun, 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. Oleh itu, this paper proposes an interactive Al-Quran mobile application namely iHafaz to facilitate autism children recite and memorizing Al-Quran. A takrir (repetition) technique in Islamic learning approach is embedded in this mobile application in order to assist autism children memorizing the Al-Quran easily. This mobile application consists of two main modules which are Hafaz (Memorize) and Latihan (Exercise). Result from the user testing shows that 72.4% of respondents agree that the takrir technique embedded in the mobile application able to improve the usability of the mobile application in helping the autism children to recite and memorize the Al-Quran easily. © 2017 Penulis.}, nota = {dipetik oleh 1}, kata kunci = {Al-Quran, Aluminum, Kanak-kanak dengan Autisme, Penyakit, Belajar, Bahan Pembelajaran, Main Module, Pembuatan, Aplikasi Mudah Alih, Pengkomputeran Mudah Alih, Sistem Telekomunikasi Mudah Alih, Mengajar, User Testing}, pubstate = {diterbitkan}, tppubtype = {persidangan} } Pada masa kini, there are various types of learning materials used in the process of teaching and learning of Al-Quran including the use of mobile application. Walau bagaimanapun, 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. Oleh itu, this paper proposes an interactive Al-Quran mobile application namely iHafaz to facilitate autism children recite and memorizing Al-Quran. A takrir (repetition) technique in Islamic learning approach is embedded in this mobile application in order to assist autism children memorizing the Al-Quran easily. This mobile application consists of two main modules which are Hafaz (Memorize) and Latihan (Exercise). Result from the user testing shows that 72.4% of respondents agree that the takrir technique embedded in the mobile application able to improve the usability of the mobile application in helping the autism children to recite and memorize the Al-Quran easily. © 2017 Penulis. |
2015 |
Kamaruzaman, N N; Jomhari, N Digital Game-Based Learning for Low Functioning Autism Children in Learning Al-Quran Persidangan Institut Jurutera Elektrik dan Elektronik Inc., 2015, ISBN: 9781479928231, (dipetik oleh 4). Abstrak | Pautan | BibTeX | Tag: Al-Quran, Best Model, Digital Game-Based Learning, Penyakit, E-pembelajaran, Pendidikan, Pengkomputeran Pendidikan, Belajar, Low-Functioning Autism, Process of Learning, Permainan yang serius @ persidangan{Kamaruzaman2015184, tajuk = {Digital Game-Based Learning for Low Functioning Autism Children in Learning Al-Quran}, pengarang = {N N Kamaruzaman and N Jomhari}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84964950093&doi=10.1109%2fNOORIC.2013.46&rakan kongsi = 40&md5=f7d5517e2d29058cb7b6e571fb0191f3}, doi = {10.1109/NOORIC.2013.46}, isbn = {9781479928231}, tahun = {2015}, tarikh = {2015-01-01}, jurnal = {Prosiding - 2013 Taibah University International Conference on Advances in Information Technology for the Holy Quran and Its Sciences, NOORIC 2013}, halaman = {184-189}, penerbit = {Institut Jurutera Elektrik dan Elektronik Inc.}, abstrak = {The objective of the study is to propose several prototypes of digital game-based learning (DGBL) for the education of low functioning autism (LFA) children specifically in learning Al-Quran. Study on several models of the serious game has been conducted and the best model was selected to be applied in designing the prototypes. Experiment on fifteen LFA children, age within five to ten years old will be conducted in order to evaluate the effectiveness of the game in helping the process of learning Al-Quran. The evaluation will emphasize on the usability element on its user. The expectation of this study is that the game could engage the LFA children during the learning process and make them active in learning Al-Quran. Therefore with the creation of the game, it is hoped that it will provide the LFA children with opportunities to study Al-Quran like other normal Muslim children. © 2015 IEEE.}, nota = {dipetik oleh 4}, kata kunci = {Al-Quran, Best Model, Digital Game-Based Learning, Penyakit, E-pembelajaran, Pendidikan, Pengkomputeran Pendidikan, Belajar, Low-Functioning Autism, Process of Learning, Permainan yang serius}, pubstate = {diterbitkan}, tppubtype = {persidangan} } The objective of the study is to propose several prototypes of digital game-based learning (DGBL) for the education of low functioning autism (LFA) children specifically in learning Al-Quran. Study on several models of the serious game has been conducted and the best model was selected to be applied in designing the prototypes. Experiment on fifteen LFA children, age within five to ten years old will be conducted in order to evaluate the effectiveness of the game in helping the process of learning Al-Quran. The evaluation will emphasize on the usability element on its user. The expectation of this study is that the game could engage the LFA children during the learning process and make them active in learning Al-Quran. Therefore with the creation of the game, it is hoped that it will provide the LFA children with opportunities to study Al-Quran like other normal Muslim children. © 2015 IEEE. |
Ujianadminnaacuitm2020-05-28T06:49:14+00:00
2017 |
135 , Sains EDP, 2017, ISSN: 2261236X, (dipetik oleh 1). |
2015 |
Digital Game-Based Learning for Low Functioning Autism Children in Learning Al-Quran Persidangan Institut Jurutera Elektrik dan Elektronik Inc., 2015, ISBN: 9781479928231, (dipetik oleh 4). |