25 research outputs found

    Exploring the use of digital games as a persuasive tool in teaching Islamic knowledge for Muslim children

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    Various digital games have been developed that focus on providing a sense of enjoyment and excitement for their players in order to be a modern tool for releasing stress or simply for pleasure. In recent years, digital games were also used for teaching and learning. For example, in History subject, games were used for retelling historical stories; at the same time, to preserve the history for the next generation to learn, understand and appreciate. Similarly, Digital games with Islamic values have also been developed to teach Islamic values or knowledge among players, in other words to persuade players to learn or improve their knowledge on Islam. Many designers assumed that games could be used as a persuasive tool to influence players, to learn and understand Islam as a way of life. However, no prior research has been done on the perception of players before and after playing Islamic digital games. To this end, this paper investigates and reports if Islamic Digital Games could persuade gamers to understanding Islam by exploring the use of these games among gamers. A total of 20 school children voluntarily participated in the experiment and the findings are reported in this paper. The study found positive effects on the usersโ€™ perception toward playing digital games embedded with Islamic values

    Identifying cues to deception in Islamic websites text-based content and design

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    The exponential growth of the Internet and the availability and accessibility of Islamic websites, have brought a new risk to the Islamic websites which is deception. Some studies argue that Islamic websites are not accurate and contain deceptive information that mislead users about the true Islamic knowledge. However, previous studies have failed to address how Islamic websites can be deceiving and what are the elements (cues) that could help user identify deception in Islamic websites. This paper reviews general literature which focuses on cues of deception in the text and design of the websites. The conceptual findings suggest there is a tremendous potential of cues of deception in the text and design that can be used to identify deception in Islamic websites. The purpose of this paper to create awareness among users, to evaluate what they see, and they shouldn't blindly believe what they see

    A review on the visual design styles in data storytelling based on user preferences and personality differences

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    The proliferation of data analytics has led to a vast application of data visualization and storytelling in a variety of disciplines extending across banking, sports to healthcare. Data, information, and knowledge are transformed into interactive visual representations that convey a meaningful story. In big data analytics, relevant and high-quality graphical insights ought to be factually accurate and relevant to make a key decision. Data storytelling has become an effective way to apply information visualization as it can enhance communication effectiveness. Using visualization as a tool to enhance narrative for the viewers in enforcing data storytelling as a way to understand data and information. Findings suggest that an individual's personality variations correspond strongly with a user's preference toward visual design styles for visualization and storytelling. This paper investigates previous studies regarding personality, information visualization, narrative, and storytelling, as well as their interrelationships through online databases. The futuredirection of the present study

    Types of digital games with Islamic values

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    The Digital Games with Islamic Values can be used to discover and learn Islamic knowledge, practices more effectively, in an interactive and fun environment. However, the preliminary findings suggest that these games were not as popular as the general digital games. This paper seeks to investigate the different types of Digital Games with Islamic values existed in the market place, as the foundation to conduct more research in the area and also to develop better games in the future. In this study, the existing digital games were obtained from three popular websites for Online Islamic Games and two mobile-based distribution channels: Android and Apple stores. 196 games were selected in the study. The types of Digital Games presented in this paper can serves as a guideline for designers to identify gaps in existing Digital Games with Islamic values and develop better games for the Muslim community

    Revised and extended social commerce technology adoption in e-business of Pakistan

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    Social commerce is a new perspective change in modern electronic business procedures bringing together individuals on social media sites and opens up another electronic social marketing channel to establish business. In developing countries like Pakistan, e-business can help organizations using social commerce and social marketing intelligently on particular social network sites to grasp their business clients while they are interacting with their online community on the social media sites. This study investigated consumersโ€™ behavior towards adoption of social commerce and introduced a revised and extended social commerce technology model. The investigation proved the proposed model is valid by confirming loading factor, Kaiser-Mayer-Olkin (KMO), reliability analysis, and structural equation modeling approach for hypotheses tests. The study found Perceived Ease of Use (PEU), Perceived Usefulness (PU), Social Media Influence (SMI), and Risk (RI) have significant impact on social commerce adoption in e-business of Pakistan. More, Trust (TR) and Web experience (WXP) were insignificant that revealed the preventive behavior towards adoption of social commerce in e-business of Pakistan

    The study of the applications of biometrics systems: a literature review

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    Biometric systems utilize individual unique identification to verify specific characteristics of an individual to grant access to a system. The unique biometric identification makes duplication or alteration of information almost impossible. This has encouraged the acceptance of biometric technology and enabled the technology to evolve exponentially. Besides the benefits of security features promoted by the biometric system, reciprocally, biometric systems also have limitations that can cause problems. This paper reports on reviews conducted on articles with the aim to identify different types of biometric systems, the application domains, constraints, and limitations of existing biometric systems

    Trust reputation in blockchain environment a review

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    Creating trust in online environments for users is the main goal of reputation systems. With the effort put into creating an efficient system there are some aspects that need to be further discussed. The aspects involved are the authenticity of the ratings, storage and the costly calculation methods. Blockchain offers potential in solving some of these issues and others due to its decentralized and immutable nature. The aim of this paper is to look into reputation systems and what benefits blockchain can offer and challenges that it could create

    DACADE: a systematic data collection and analysis tool for design students

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    This study investigates about a lack of systematic data collection and analysis skills among design students, and then to attempt to solve the problem of a lack of such knowledge. This was done by designing, developing and evaluating a software tool that uses visual data collection and analysis techniques to help students understand the merits of systematic data collection of consumer performance and opinion, and carry out well-designed user tests to produce successful products. The thesis addresses several theoretical implications concerning the transfer of learning, the appropriateness of graphics used, and user motivation in a learning environment. It also proposed future studies

    Mobile interface design to suit the Algerian culture: first initial design

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    The growing number on the use of mobile apps has extraordinary potential for the public transport industry. Through the use of mobile apps, may provide fast, effective and safe services to the passengers to commute to different destinations. However, the particularities of mobile applications need particular attention concerning the usability aspects, such as culture. Taxi-Inter-Wilaya is a shared-taxi service between cities in Algeria. This taxi service is estimated as one of the most beneficial ways for the Algerians to travel. However, the booking for passengers travelling to long distances of 600 KM and more, can only be made via phone calls. Consequently, passengers face various challenges in the booking process. Drivers receive calls for bookings while driving, which puts them in an illegal situation and unsafe.To this purpose, the researcher uses the design thinking approach to propose a transport mobile application that can assist and support both taxi drivers and passengers to travel between cities suitable to the Algerian culture. The data collection method comprises a series of Interviews with both users (passengers and taxi drivers) as well as designing the several iterations of low and high-fidelity prototypes of the mobile application that is named as DJAMAAI. The prototypes were then evaluated via a series of usability testing for both groups of users. Results shows that users favour visual representations that are associated to their culture more than textual; they prefer, buttons such as icons and symbols, as well as more straightforward and minimalist user interface design. Also, symbols and hints help learnability of using the tool

    The cues constitute to deception in Islamic-websites text and design: findings from the interview with experts

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    Deception in the Islamic websites is viewed as manipulation of the truth either by hiding truthful information or showing false information on the Islamic Website. In response to this, this study evaluates cues to deception in the Islamic Websites text and design from the point of view of the experts. This study uses interviews with the experts to gain insights from the cues to deception in text and design. Prior sto conducting the interviews, the interview instruments were developed based on the findings of the Systematic Literature Review (SLR) that was conducted and published earlier. To this end, there were six experts involving three from the Islamic background, and the other three from the Human Computer Interaction (HCI) background to evaluate the cues derived from the SLR. This paper presented nine heuristics (themes) generated from the transcript data, four heuristics were from textual content and five heuristics from the design. Each of these heuristics were divided into sub-categories comprising the cues to deception. The finding shows that there were many cues to deception on the website that claimed to be Islamic, and the most deceiving content found on the Internet were from the websites that discusses Prophet Muhammad PBUH biography
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