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 |
Files in This Item:
| File | Description | Size | Format | |
|---|---|---|---|---|
| cover_J0303201002_960323217b36409baaff23ac4befa8cb.pdf | Cover | 763.02 kB | Adobe PDF | View/Open |
| fulltext_J0303201002_1ecf8dd916b04b35901d1d6360ce8acc.pdf Restricted Access | Fulltext | 1.78 MB | Adobe PDF | View/Open |
| lampiran_J0303201002_e023261d778243b18e3069713b57a0ee.pdf Restricted Access | Lampiran | 1.3 MB | Adobe PDF | View/Open |
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.