PEGON-GLIPH GAME PENGENALAN DAN PEMBELAJARAN ARAB PEGON BERBASIS ANDROID

Lukman Hakim Wijaya, Ismail Abdurrazzaq Zulkarnain, Khoiru Nurfitri

Abstract


This study aims to design an Android-based game as a medium for the introduction and learning of Arabic pegon and to evaluate user performance of the Arabic pegon educational game using the User Experience Questionnaire (UEQ). The research stages consisted of stages, 1) research data; 2) design; 3) implementation; 4) examiners; 5) report creation. Then the design of this product is in the form of a Pegon-gliph game which is run on the Android system by having four main features, namely material features, training features, game features, and motivation features. And UEQ benchmark test results get good scores in the novelty category, while in other categories such as attractiveness, visibility, efficiency, dependability, and stimulation, the results are very good. So that the results of the performance of the Pegon-gliph educational game users show a positive user impression.


Keywords


Learning Media, Educational Games, Arabic Pegon, Android, UEQ

References


Pintar Menulis Arab Pegon Jilid 2. (2017). Kediri: MHM Lirboyo

Ridlowi, A. (2018). Implementasi dan Problematika Pembelajaran Kitab Kuning dengan Arab Pegon (Studi di Ponpes Al-Falah Karangrejo Pacitan). Jurnal Studi Agama Islam, 11, 28-44.

Wahyuni, S., & Ibrahim, R. (2017). Pemaknaan Jawa Pegon Dalam Memahami Kitab Kuning Di Pesantren Manarul Qur’an: Jurnal Ilmiah Studi Islam, 17(1), 4-21.


Full Text: PDF

DOI: 10.24269/jkt.v5i1.685

DOI (PDF): https://doi.org/10.24269/jkt.v5i1.685.g447

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