Please use this identifier to cite or link to this item: http://repository.ipb.ac.id/handle/123456789/157272
Title: Pembuatan Aplikasi Gamifikasi Pembelajaran Al-Qur'an Berbasis Android
Other Titles: Creation of an Android-Based Qur'an Learning Gamification Application
Authors: Setiawan, Aep
Abdurrahman, Utsman
Issue Date: 2024
Publisher: IPB University
Abstract: Indonesia merupakan salah satu negara yang memiliki populasi Muslim terbesar di dunia. Meskipun Al-Qur'an adalah kitab suci dan pedoman hidup utama bagi umat Islam, data menunjukkan bahwa sebagian besar populasi Muslim di Indonesia masih belum menguasai huruf-huruf Al-Qur'an. Kesibukan sehari-hari dan pengaruh teknologi modern seperti gawai menjadi faktor penurunan kemampuan membaca Al-Qur'an. Sebagai solusi, penulis mengusulkan aplikasi gamifikasi pembelajaran Al-Qur'an inovatif berbasis Android dengan fitur pelafalan langsung. Tujuan dari penelitian ini adalah untuk membangun aplikasi yang dapat memberikan umpan balik terhadap pelafalan pengguna melalui pelafalan langsung dan menciptakan lingkungan belajar Al-Qur’an yang lebih menyenangkan dengan menerapkan elemen gamifikasi. Aplikasi dibuat menggunakan metode Extreme Programming (XP) sebanyak dua iterasi serta telah berhasil mengimplementasikan fitur pelafalan huruf hijayiah dan ayat secara langsung yang menerapkan gamifikasi melalui elemen-elemen seperti skor, level, dan badges.
Indonesia is one of the countries with the largest Muslim population in the world. Although the Qur'an is the holy book and the main life guide for Muslims, data shows that most of the Muslim population in Indonesia still do not master the letters of the Qur'an. Daily busyness and the influence of modern technology such as gadgets are factors in the decline in the ability to read the Qur'an. As a solution, the author proposes an innovative Android-based Al-Qur'an learning gamification application with live pronunciation features. The purpose of this study is to build an application that can provide feedback on the user's pronunciation through live pronunciation and create a more enjoyable Al-Qur'an learning environment by applying gamification elements. The application was created using the Extreme Programming (XP) method for two iterations and has successfully implemented the live pronunciation feature of hijayiah letters and verses that implement gamification through elements such as scores, levels, and badges.
URI: http://repository.ipb.ac.id/handle/123456789/157272
Appears in Collections:UT - Software Engineering Technology

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