Gamification in Learning Management System: A study on Arabic e-learning.
Arabic has a vital role in the development of Islamic science, and it is used in the Al-Quran, Hadith, and books of Islamic Scholars. The Islamic Boarding School called Pesma Thaybah provides both education and Arabic learning. Design thinking-based e-learning design is an innovative approach to lea...
| Publicado en: | SHS Web of Conferences Vol. 204; pp. 1 - 10 |
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| Autores principales: | , , , , , |
| Formato: | Artículo |
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EDP Sciences
11/25/2024
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=181500282&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 181500282 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 24165182 FT5R jtl: SHS Web of Conferences issn: 24165182 maglogo: N pubinfo: dt: 11/25/2024 vid: 204 pid: 76090 pub: EDP Sciences artinfo: ui: 181500282 10.1051/shsconf/202420405006 ppf: 1 ppct: 9 formats: tig: atl: Gamification in Learning Management System: A study on Arabic e-learning. aug: au: Wulandari, Irma Nur Hasim, Jauari Akhmad Damastuti, Fardani Annisa Pramulen, Aji Sapta Fananda, Ibrohim Yofid Amrullah, Muhammad Akmal affil: Department of Teknologi Multimedia Kreatif, Politeknik Elektronika Negeri Surabaya, Indonesia sug: ab: Arabic has a vital role in the development of Islamic science, and it is used in the Al-Quran, Hadith, and books of Islamic Scholars. The Islamic Boarding School called Pesma Thaybah provides both education and Arabic learning. Design thinking-based e-learning design is an innovative approach to learning Arabic. The main problem of this research is how to design effective e-learning and add gamification to the learning management system. Then usability testing is applied, resulting in 100% effectiveness, meaning all students improved their learning outcomes. Testing for pre-test and post-test scores also increased by an average of 45%, indicating a significant improvement in learning. So, we can conclude that gamification can enhance the learning outcome at Pesma Thaybah. pubtype: Conference Proceedings doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y dt: @attributes: year: 2024 holdings: @attributes: islocal: N |
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