10 research outputs found

    Digital games based language learning for Arabic literacy remedial

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    Digital game play is becoming increasingly prevalent. Its participant-players number in the millions and its revenues are in billions of dollars. As they grow in popularity, digital games are also growing in complexity, depth and sophistication. This paper presents reasons why games and game play matter to the future of education. Drawing upon these works, the potential for instruction in digital games is recognised. Previous works in the area were also analysed with respect to their theoretical findings. Hence, the authors in this study propose some existing Arabic language learning games intended for education of children. The analysis result shows that the majority of Arabic language learning games is limited to alphabet content. The overall presentation lacks of quality in term of graphics, animations, colors, and voice-over

    Digital games based language learning for Arabic literacy remedial

    Get PDF
    Digital game play is becoming increasingly prevalent. Its participant-players number in the millions and its revenues are in billions of dollars. As they grow in popularity, digital games are also growing in complexity, depth and sophistication. This paper presents reasons why games and gameplay matter to the future of education. Drawing upon these works, the potential for instruction in digital games is recognised. Previous works in the area were also analysed with respect to their theoretical findings. Hence, the authors in this study propose some existing Arabic language learning games intended for education of children. The analysis result shows that the majority of Arabic language learning games is limited to alphabet content. The overall presentation lacks of quality in term of graphics, animations, colors, and voice-over

    Digital games based language Learning for Arabic literacy remedial

    Get PDF
    Digital gameplay is becoming increasingly prevalent. Its participant-players number in the millions and its revenues are in billions of dollars. As they grow in popularity, digital games are also growing in complexity, depth and sophistication. This paper presents reasons why games and gameplay matter to the future of education. Drawing upon these works, the potential for instruction in digital games is recognized. Previous works in the area were also analyzed with respect to their theoretical findings. Hence, the authors in this study propose some existing Arabic language learning games intended for education of children. The analysis result shows that the majority of Arabic language learning games are limited to alphabet content. The overall presentation lacks of quality in terms of graphics, animations, colors and voice-over

    A SYSTEMATIC REVIEW OF ELEMENTS IN GAME-BASED ARABIC LANGUAGE LEARNING FRAMEWORK FOR DYSLEXIC CHILDREN

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    Game-Based Language Learning (GBLL) has been proven an effective approach tool to improve learning and has become a widely used teaching aid to maintain engagement and motivation in learners. The purpose of this systematic literature review is to identify the framework elements of Game-Based Arabic Language Learning (GBALL) for Dyslexic Children. Although previous research has addressed various guidelines and frameworks for educational tools in Arabic language learning, however, only few studies focus on dyslexic children. The methodology used in this paper is Systematic Literature Review (SLR) by Kitchenham (2004) and Kitchenham and Charters (2007). A selection of relevant research was performed to achieve the research objectives. The selected online open sources databases involved as are primary resources: Google Scholar, ResearchGate, UM Student Repository, Open Access Theses and Dissertation (OATD). Scientific publications and journals, conference proceedings, and technical papers are found in well-known online databases that include a complete citation and reference analysis. Based on a systematic review process, the researchers reported and discussed findings with possible future research directions. A total of 18 studies were selected, which revealed two themes: the multimedia elements of game-based language learning for dyslexic children and the Arabic language learning elements for dyslexic children. The results of this study can be applied as a guideline for educational tools for dyslexic children in Arabic language learning.   Keywords: framework design, elements, guidelines, game-based Arabic language learning for dyslexic children, game-based learning, dyslexia language learning   Cite as: Noor Azli, M. M., 2Ghazali, Z., Einannabella, N., Asrina Suriani, M. Y., Muhammad Sabri, S., & Sarifah Nurhanum, S. S. (2023). A systematic review of elements in game-based Arabic language learning framework for Dyslexic children. Journal of Nusantara Studies, 8(2), 332-351. http://dx.doi.org/10.24200/jonus.vol8iss2pp332-35

    'MobileMyArab Game' Berdasarkan Sukatan Pelajaran JAIS

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    A poster presentation in INNOVATE@ILEC 2019 (International Language and Education Conference organised by Faculty of Major Language Studies, Universiti Sains Islam Malaysia (USIM) and Fakultas Pendidikan Bahasa, Universitas Muhammadiyyah Yogjayarta (UMY)

    Teachers` perspectives on digital game-based language learning for Arabic language in Malaysian primary schools

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    The interest in using digital games in language learning has increased in recent years. Researchers and education practitioners are turning their attention towards serious games for education or game-based learning to attract more students to learn effectively. This paper aimed at exploring teachers` point of view on the necessity of designing digital game-based language learning for Arabic Language in Malaysian primary schools. The data of the study were collected by using a questionnaire and analysed descriptively. Findings showed a significant data that most of the respondents agreed to use mobile digital learning in their classrooms. The respondents also proposed several types of games and other requirements to ensure the effectiveness of the games. An innovative technological application in learning Arabic language in Malaysia primary schools is much needed to enhance the Arabic language proficiency among the students

    Educational software for dyslexic children : a systematic literature review

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    Educational software nowadays gives something beneficial to the users, especially to the student. Many features in the educational software can help students to learn more and are exciting to do the task. This paper presents how game features are used for dyslexic children in mobile game applications. The purpose of this literature review is to explore the methodology used in research related to educational software for dyslexic children. This methodology used in this paper is adapted from Kencheman and Keele and Petterson. The results show that most of the literature used quantitative methodology in their research. In addition, the studies were more focused on children rather than adult respondents. The literature suggests several software design guidelines for dyslexic children. Most of the educational software discussed in the literature are games, mobile applications and couseware. Findings supported that the use of the application to educate and develop children skills in learning is vital for dyslexic children

    A systematic review of elements in game-based Arabic language learning framework for dyslexic children

    No full text
    Game-Based Language Learning (GBLL) has been proven an effective approach tool to improve learning and has become a widely used teaching aid to maintain engagement and motivation in learners. The purpose of this systematic literature review is to identify the framework elements of Game-Based Arabic Language Learning (GBALL) for Dyslexic Children. Although previous research has addressed various guidelines and frameworks for educational tools in Arabic language learning, however, only few studies focus on dyslexic children. The methodology used in this paper is Systematic Literature Review (SLR) by Kitchenham (2004) and Kitchenham and Charters (2007). A selection of relevant research was performed to achieve the research objectives. The selected online open sources databases involved as are primary resources: Google Scholar, ResearchGate, UM Student Repository, Open Access Theses and Dissertation (OATD). Scientific publications and journals, conference proceedings, and technical papers are found in well-known online databases that include a complete citation and reference analysis. Based on a systematic review process, the researchers reported and discussed findings with possible future research directions. A total of 18 studies were selected,which revealed two themes: the multimedia elements of game-based language learning for dyslexic children and the Arabic language learning elements for dyslexic children. The results of this study can be applied as a guideline for educational tools for dyslexic children in Arabic language learning

    Kebolehgunaan aplikasi Myarabiy Game dalam pembelajaran Bahasa Arab di Sekolah Rendah Agama JAIS

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    Perkembangan pesat teknologi pada zaman ini, menjadikan peranti mudah alih seperti telefon dan tablet sebagai suatu alat yang memberikan peluang pembelajaran dan pengajaran luar biasa kepada pelajar dan guru. Wujudnya, peranti mudah alih sebagai salah satu alat dalam PdP menjadikan pendidikan yang dijalankan lebih menarik. Aplikasi mudah alih My Arabiy Game yang dibangunkan menerusi kajian ini adalah aplikasi yang dibangunkan sebagai salah satu bahan bantu mengajar (BBM) yang boleh digunapakai oleh para guru bahasa Arab sekolah rendah. My Arabiy Game ini dibangunkan menggunakan sukatan kurikulum Sekolah Rendah Agama (SRA) JAIS menerusi platform Android. Objektif utama dalam kajian ini adalah untuk menilai reka bentuk dan kebolehgunaan aplikasi My Arabiy Game terhadap para pelajar di SRA. Penilaian reka bentuk dan kebolehgunaan aplikasi My Arabiy Game ini dijalankan ke atas para guru bahasa Arab SRA di daerah Hulu Langat. Kajian ini menggunakan reka bentuk kajian kuantitatif berbentuk deskriptif dengan menggunakan kaedah tinjauan. Instrumen yang digunakan berbentuk soal selidik dengan menggunakan skala likert tujuh mata. Data kemudian dianalisis menggunakan SPSS v25 untuk mendapatkan kekerapan, peratusan, min dan sisihan piawai. Interpretasi nilai min yang digunakan dalam kajian ini adalah berdasarkan tahap rendah, sederhana dan tinggi. Dapatan kajian menunjukkan tahap penilaian reka bentuk yang terdiri daripada elemen kandungan, elemen motivasi, elemen kebolehcapaian, elemen seronok dan elemen multimedia berada pada tahap tinggi dengan nilai min bagi kesemua elemen melebihi 5.0. Hasil kajian mendapati aplikasi My Arabiy Game mengikut tahap penilaian para guru menunjukkan guru bersetuju bahawa permainan pendidikan yang dibangunkan ini menarik dan mudah untuk difahami serta dapat membantu meningkatkan kefahaman pelajar terhadap apa yang telah dipelajari di dalam kelas
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