Towards Designing a Framework for Adaptive Gamification Learning Analytics in Quranic Memorisation

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Abstract

The difficulty of sustaining and preserving the quality of Quranic memorisation is still an unsolved problem. Motivation and engagement are the most desired experiential qualities to memorise the Quran. This paper presents a framework for introducing adaptive gamification technology (integrated into the student learning experiences) by providing appropriate personalised formative memorising activities. A methodology that follows the three stages, which are analysis, design, and evaluation, was implemented in this study. A validation process by experts was conducted to get the relevant criticisms and recommendations for further improvement of the proposed framework. The results demonstrated that all components are compatible and usable for developing a prototype application specifically for self-learning Quranic memorisation. With proper integration of gamification in learning and assessment activities, a positive impact on the memorisation process can be achieved, such as higher satisfaction, motivation and greater achievement of students through appropriate learning analysis. Therefore, the proposed conceptual framework known as Gamification Learning for Al-Quran Memorisation (GLAM-Q) is expected to contribute significantly and be a reference model in developing a Quranic memorisation application.

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APA

Hassan, S. H. C., Shamsuddin, S. N. W., & Yusof, N. H. (2023). Towards Designing a Framework for Adaptive Gamification Learning Analytics in Quranic Memorisation. Pertanika Journal of Science and Technology, 31(1), 257–278. https://doi.org/10.47836/pjst.31.1.16

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