Proceedings of the 4th International Conference on Progressive Education 2022 (ICOPE 2022)

The Utilization of Gamification of Hijaiyyah Letters as an Effort to Improve the Reading Ability of Elementary School Students

Authors
Sekhar Khairunnisa Mahardikha1, *, Munawir Yusuf1, Akhmad Arif Musdad1
1Educational Technology, Sebelas Maret University, Surakarta, Indonesia
*Corresponding author. Email: sekharkhairunn@student.uns.ac.id
Corresponding Author
Sekhar Khairunnisa Mahardikha
Available Online 29 May 2023.
DOI
10.2991/978-2-38476-060-2_55How to use a DOI?
Keywords
Reading the Qur'an; Learning Media; Gamification
Abstract

As an effort to print a generation of Muslims who have an insight into the Qur’ran, educating starting from the age of children so as to instill a high love of Al-Qur'an and try to learn it well. The Qur'an as the holy book of the Muslim converts acts as a source by of law in earth, the basis of from science and as a benchmark in shaping behavior children, through learning the basics of the Qur'an such as reading and write it down, children recognize the good values contained in it Al-Qur'an. In teaching reading the Qur'an it is necessary to have the right media, so that students easily understand the lesson and with this media students are expected to be able to improve learning outcomes. In teaching reading The Qur’an has many learning media that we can apply. Gamification is also defined as the process of improving services with affordability for a pleasant experience. The most important application of gamification elements during learning is the accuracy of the concept, clear and constructive goals for students, and can attract students' interest in learning during the learning process. The problem want be discussed in this studying for is how to improve the ability and by to read the Qur'an in elementary school for the students class through gamification-based android learning media. The purpose of this research is to knowing the ability to read the Qur’an the ability to read the Qur’an in elementary school students through output gamification-based android learning media.

Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Download article (PDF)

Volume Title
Proceedings of the 4th International Conference on Progressive Education 2022 (ICOPE 2022)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
29 May 2023
ISBN
10.2991/978-2-38476-060-2_55
ISSN
2352-5398
DOI
10.2991/978-2-38476-060-2_55How to use a DOI?
Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Sekhar Khairunnisa Mahardikha
AU  - Munawir Yusuf
AU  - Akhmad Arif Musdad
PY  - 2023
DA  - 2023/05/29
TI  - The Utilization of Gamification of Hijaiyyah Letters as an Effort to Improve the Reading Ability of Elementary School Students
BT  - Proceedings of the  4th International Conference on Progressive Education 2022 (ICOPE 2022)
PB  - Atlantis Press
SP  - 604
EP  - 615
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-060-2_55
DO  - 10.2991/978-2-38476-060-2_55
ID  - Mahardikha2023
ER  -