The Development of Serious Game to Teach the Concept of Dunya and Akhirah to Young Muslims
DOI:
https://doi.org/10.18196/eist.112Keywords:
Serious Game, Education Game, Dunya and Akhirah, IslamAbstract
Nowadays, young Muslims are so busy with their needs in Dunya (this World) that they overlook the importance of preparing for life in Akhirah (the Hereafter). Afterall, one of the teaching in Islam is to prioritize the Akhirah than the Dunya. Because of the lack of awareness, many young Muslims neglect their religious duties such as Sholat or reciting al-Qur’an. To help introduce, teach, and remind them the concept of balancing life in Dunya and Akhirah, a solution that can pique their interest is a necessity. Therefore, this paper explain the development process of serious game to teach the concept of Dunya and Akhirah. The game implements the main mission and hidden mission that resemble Dunya and Akhirah responsibility respectively. The game’s effectivity was then evaluated with pre-test and post-test method. The result suggested that the game can increase the player’s knowledge in Dua and awareness in Dunya and Akhirah. This shows the potential of the game as learning media.
References
J. W. Santrock, “Life-span development.” 2012.
D. R. Michael and S. Chen, Serious games: Games that educate, train, and inform. Thomson Course Technology PTR, 2005.
M. Papastergiou, “Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation,” Computers and Education, vol. 52, no. 1, pp. 1–12, 2009.
H. C. Jiau, J. C. Chen, and K. F. Ssu, “Enhancing self-motivation in learning programming using game-based simulation and metrics,” IEEE Transactions on Education, vol. 52, no. 4, pp. 555–562, 2009.
B. S. Jong, C. H. Lai, Y. T. Hsia, T. W. Lin, and C. Y. Lu, “Using game-based cooperative learning to improve learning motivation: A study of online game use in an operating systems course,” IEEE Transactions on Education, vol. 56, no. 2, pp. 183–190, 2013.
E. A. Boyle et al., “An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games,” Computers and Education, vol. 94, pp. 178–192, 2016.
J. P. Gee, What video games have to teach us about learning and literacy. 2007.
Statista Global Consumer Survey, “Mobile Games - Indonesia,” 2019. [Online]. Available: https://www.statista.com/outlook/211/120/mobile-games/indonesia#market-age. [Accessed: 03-Apr-2020].
K. M. Kapp, The gamification of learning and instruction fieldbook: Ideas into practice. John Wiley & Sons, 2013.
E. D. Van Der Spek, H. Van Oostendorp, and J. J. Ch. Meyer, “Introducing surprising events can stimulate deep learning in a serious game,” British Journal of Educational Technology, vol. 44, no. 1, pp. 156–169, 2013.
Enterbrain, “RPG Maker VX Ace.” Enterbrain Inc., 2012.
Downloads
Published
Issue
Section
License
Copyright
The author should be aware that by submitting an article to this journal, the article's copyright will be fully transferred to journal of Emerging Information Science and Technology. Authors are allowed to resend their manuscript to other journals or intentionally withdraw the manuscript only if both parties (journal of Emerging Information Science and Technology and Authors) have agreed on the issue. Once the manuscript has been published, authors are allowed to use their published article under journal of Emerging Information Science and Technology's copyrights.
All authors are required to deliver the agreement of license transfer once they submit the manuscript to journal of Emerging Information Science and Technology. By signing the agreement, the copyright is attributed to this journal to protect the intellectual material for the authors. Authors are allowed to share, copy and redistribute the material in any medium and in any circumstances to give appropriate credit and wide readership to the work.
License
Articles published in the journal of Emerging Information Science and Technology are licensed under an Attribution 4.0 International (CC BY 4.0) license. You are free to:
- Share — copy and redistribute the material in any medium or format.
- Adapt — remix, transform, and build upon the material for any purpose, even commercially.
This license is acceptable for Free Cultural Works. The licensor cannot revoke these freedoms as long as you follow the license terms. Under the following terms:
- Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
- No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.