Please use this identifier to cite or link to this item: http://studentrepo.iium.edu.my/handle/123456789/5616
Full metadata record
DC FieldValueLanguage
dc.contributor.authorAuyphorn, Panaddaen_US
dc.date.accessioned2020-08-20T11:47:56Z-
dc.date.available2020-08-20T11:47:56Z-
dc.date.issued2016-
dc.identifier.urihttp://studentrepo.iium.edu.my/jspui/handle/123456789/5616-
dc.description.abstractIslamic 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.en_US
dc.language.isoenen_US
dc.publisherGombak, Selangor : International Islamic University Malaysia, 2016en_US
dc.rightsCopyright International Islamic University Malaysia
dc.subject.lcshGames and technologyen_US
dc.subject.lcshGames--Religious aspects--Islamen_US
dc.titleAn investigation of Islamic digital games as a persuasive tool for spreading Islamic da`wahen_US
dc.typeMaster Thesisen_US
dc.identifier.urlhttps://lib.iium.edu.my/mom/services/mom/document/getFile/Gpjhfb68CKj4hqnbWpxUVtzyWB4mB8Ir20170716160900312-
dc.description.identityt11100355205PanaddaAuyphornen_US
dc.description.identifierThesis : An investigation of Islamic digital games as a persuasive tool for spreading Islamic da`wah /by Panadda Auyphornen_US
dc.description.kulliyahKulliyyah of Information and Communication Technologyen_US
dc.description.programmeMaster of Information Technologyen_US
dc.description.degreelevelMaster
dc.description.callnumbert GV 1201.34 A943I 2016en_US
dc.description.notesThesis (MIT)--International Islamic University Malaysia, 2016.en_US
dc.description.physicaldescriptionxii, 71 leaves :ill. ;30cm.en_US
item.openairetypeMaster Thesis-
item.grantfulltextopen-
item.fulltextWith Fulltext-
item.languageiso639-1en-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.cerifentitytypePublications-
Appears in Collections:KICT Thesis
Files in This Item:
File Description SizeFormat 
t11100355205PanaddaAuyphorn_SEC_24.pdf24 pages file1.16 MBAdobe PDFView/Open
t11100355205PanaddaAuyphorn_SEC.pdf
  Restricted Access
Full text secured file2.55 MBAdobe PDFView/Open    Request a copy
Show simple item record

Page view(s)

28
checked on May 18, 2021

Download(s)

22
checked on May 18, 2021

Google ScholarTM

Check


Items in this repository are protected by copyright, with all rights reserved, unless otherwise indicated. Please give due acknowledgement and credits to the original authors and IIUM where applicable. No items shall be used for commercialization purposes except with written consent from the author.