An investigation of Islamic digital games as a persuasive tool for spreading Islamic da'wah /
Islamic digital games (IDG), can be referred to the combination of Islamic knowledge such as Arabic letters, Qur'anic verses, prayers and Islamic attire (clothing) with game elements as a persuasive tool to spread Da'wah in the Muslim and non-Muslim community. This study stands to investig...
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Main Author: | |
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Format: | Thesis |
Language: | English |
Published: |
Gombak, Selangor :
Kulliyyah of Information and Communication Technology, International Islamic University Malaysia,
2016
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Subjects: | |
Online Access: | http://studentrepo.iium.edu.my/handle/123456789/5616 |
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008 | 170223t2016 my a g m 000 0 eng d | ||
040 | |a UIAM |b eng | ||
041 | |a eng | ||
043 | |a a-my--- | ||
050 | 0 | 0 | |a GV1201.34 |
100 | 1 | |a Auyphorn, Panadda | |
245 | 1 | 2 | |a An investigation of Islamic digital games as a persuasive tool for spreading Islamic da'wah / |c by Panadda Auyphorn |
260 | |a Gombak, Selangor : |b Kulliyyah of Information and Communication Technology, International Islamic University Malaysia, |c 2016 | ||
300 | |a xii, 71 leaves : |b ill. ; |c 30cm. | ||
502 | |a Thesis (MIT)--International Islamic University Malaysia, 2016. | ||
504 | |a Includes bibliographical references (leaves 62-64). | ||
520 | |a Islamic digital games (IDG), can be referred to the combination of Islamic knowledge such as Arabic letters, Qur'anic verses, prayers and Islamic attire (clothing) with game elements as a persuasive tool to spread Da'wah in the Muslim and non-Muslim community. This study stands to investigate the common and unique features of IDG as a persuasive tool and to propose effective design recommendations for developing IDG to increase its' popularity. To effectively do this, the content of twenty Islamic games based on Fogg behaviour model and CBGD framework were identified and used to provide necessitated attribute. Around 200 existing Islamic digital games from various platforms were explored in order to select the best twenty games. Then, the study chose the best three Islamic games, which are: Ali and Sumaya, Noor Quest and Marble learn Qur'an by analysing the content of the twenty Islamic games chosen. A mix mode research method, which consists of quantitative and qualitative research technique was adopted by the study. A total of 20 respondents participated in the study. During the experiment, the respondents were individually required to spend 15 minutes on each game. Then, the questionnaire survey, covering all the important elements for digital games which are users' perception, users' abilities and interactive game was given accordingly to achieve the research objectives. Ultimately, an interview was also conducted to understand the respondent's viewpoints toward playing the three Qur'anic games. The study indicated that animation, graphic, sound and rewards have a direct influence on the attractiveness of the game players. Moreover, the narrative elements should be considered as a unique feature in developing Islamic Digital Games. | ||
596 | |a 1 | ||
655 | 7 | |a Theses, IIUM local | |
690 | |a Dissertations, Academic |x Department of Information systems |z IIUM | ||
691 | |a Da'wah | ||
710 | 2 | |a International Islamic University Malaysia. |b Department of Information systems | |
856 | 4 | |u http://studentrepo.iium.edu.my/handle/123456789/5616 | |
900 | |a sbh-ro | ||
999 | |c 436476 |d 469445 | ||
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