Implementation of Design Thinking in Part 30 of The Qur'an Augmented Reality Based Learning Application to Improve User Experience and Cognitive Ability

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Abstract

Due to the rapid development of technology, gadgets have become a necessity. 98% of parents in Southeast Asia allowed their children to use gadgets for educational purposes. Learning the Qur'an is necessary from an early age for every Muslim. However, conventional learning methods bore children easily. Quranic Augmented Reality (QAR) is a Qur'an Learning Application that applied Augmented Reality technology. This application can support the enhancement of children's cognitive ability. The User Experience (UX) of QAR application is developed using Design Thinking (DT) method. To test the application, the Cognitive Walkthrough method, and the System Usability Scale (SUS) were used as measurement tools. Based on the experiments, the new design UX of QAR was shown to increase the usability of the application of up to 75.33 SUS Score. It has improved from marginal to acceptable category. The results of the field implementation indicate that the application of QAR had a significant influence on the learning process. This can be seen from the significance value of p<0.05 and the average increase of 14.50 for the cognitive level of Remembering (C1) and 15.50 for Understanding (C2) categories in the Bloom Taxonomy.

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APA

Karimah, H., Suryani, M., & Hidayat, A. (2022). Implementation of Design Thinking in Part 30 of The Qur’an Augmented Reality Based Learning Application to Improve User Experience and Cognitive Ability. In AIP Conference Proceedings (Vol. 2433). American Institute of Physics Inc. https://doi.org/10.1063/5.0100383

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