Browsing by Author "Noor Azli Mohamed Masrop"
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Publication Aplikasi Mudah Alih I-Rehlah Untuk Memartabatkan Pelancongan Islam Di Selangor Pada Era Globalisasi(FAKULTI PENGAJIAN PERADABAN ISLAM, 2024) ;Mohammad Imran Ahmad ;Ahmad Syukri Adnan ;Mohammad Najib JaffarNoor Azli Mohamed MasropKajian ini bertujuan untuk menilai kebolehgunaan reka bentuk kandungan dan persembahan aplikasi mudah alih I-Rehlah dalam memartabatkan pelancongan Islam di negeri Selangor pada era globalisasi. I-Rehlah adalah aplikasi mudah alih yang direka untuk pelancong Muslim, menyediakan mereka dengan panduan komprehensif dan interaktif ke destinasi pelancongan Islam di sekitar Selangor. Aplikasi ini telah direka menggunakan perisian InVision pada platform Android dengan berasaskan model reka bentuk pembangunan Pendekatan Reka bentuk dan Pembangunan (DDR) bermula daripada fasa analisis keperluan, reka bentuk dan pembangunan serta penilaian kebolehgunaan. Bagi menilai kandungan aplikasi ini, kaedah penilaian menggunakan tinjauan berdasarkan soal selidik dengan skala Likert lima pilihan telah digunakan. Seramai 58 reponden yang terdiri daripada pelajar, alumni dan pensyarah Fakulti Pengajian Peradaban Islam (FPPI) dan Fakulti Multimedia Kreatif & Perkomputeran (FMKK), Universiti Islam Selangor (UIS) telah dipilih sebagai sampel kajian. Dalam kajian ini, kaedah deskriptif digunakan untuk menilai persepsi pengguna terhadap kebolehgunaan reka bentuk kandungan aplikasi mudah alih I-Rehlah untuk memartabatkan pelancongan Islam di Selangor. Dapatan kajian mendapati bahawa kesemua item yang terdapat dalam bahagian kandungan dan persembahan aplikasi berada pada tahap interpretasi yang sangat tinggi iaitu masing-masing dengan nilai min = 4.75 (.369) dan 4.68 (.411). Dapatan ini menunjukkan bahawa pengguna sangat sangat berpuas hati dengan reka bentuk kandungan dan persemabahan aplikasi ini sekali gus dapat memperkukuhkan gagasan pelancongan Islam di kalangan masyarakat Islam di negeri Selangor. Kesimpulannya, pembinaan aplikasi mudah alih I-Rehlah ini berjaya dibangunkan dan berpotensi digunakan di kalangan ummah secara umumnya mahu pun di kalangan pelajar, pelancong dan pengamal industri pelancongan di seluruh negeri Selangor. - Some of the metrics are blocked by yourconsent settings
Publication Digital Games Based Language Learning For Arabic Literacy Remedial(Scientific Research Publishing Inc., 2019) ;Noor Azli Mohamed Masrop ;Hafawati Ishak ;Ghazali Zainuddin ;Siti Rosilawati Ramlan ;Muhammad Sabri SahrirHarwati HashimDigital gameplay is becoming increasingly prevalent. Its participant-players number in the millions and its revenues are in billions of dollars. As they grow in popularity, digital games are also growing in complexity, depth and sophistication. This paper presents reasons why games and gameplay matter to the future of education. Drawing upon these works, the potential for instruction in digital games is recognized. Previous works in the area were also analyzed with respect to their theoretical findings. Hence, the authors in this study propose some existing Arabic language learning games intended for education of children. The analysis result shows that the majority of Arabic language learning games are limited to alphabet content. The overall presentation lacks of quality in terms of graphics, animations, colors and voice-over. - Some of the metrics are blocked by yourconsent settings
Publication Educational Software for Dyslexic Children : Systematic Literature Review(Kolej Universiti Islam Antarabangsa Selangor, 2021) ;Siti Hafawati Ishak ;Noor Azli Mohamed Masrop ;Ghazali Zainuddin ;Muhammad Sabri SahrirSarifah Nurhanum Syed SahuriEducational software nowadays gives something beneficial to the users, especially to the student. Many features in the educational software can help students to learn more and are exciting to do the task. This paper presents how game features are used for dyslexic children in mobile game applications. The purpose of this literature review is to explore the methodology used in research related to educational software for dyslexic children. This methodology used in this paper is adapted from Kencheman and Keele and Petterson.The results show that most of the literature used quantitative methodology in their research. In addition, the studies were more focused on children rather than adult respondents. The literature suggests several software design guidelines for dyslexic children. Most of the educational software discussed in the literature are games, mobile applications and couseware. Findings supported that the use of the application to educate and develop children skills in learning is vital for dyslexic children. - Some of the metrics are blocked by yourconsent settings
Publication Elements In Gui Design For Islamic Tourism Mobile Applications: A Visual Research Framework(FSTM UIS, 2023) ;Ahmad Syukri Adnan ;Mohammad Imran Ahmad ;Noor Azli Mohamed Masrop ;Naqibah MansorMohammad Najib JaffarThe visual representation of the interface holds significant importance in captivating users through its aesthetic appeal, facilitating easier interaction with the system. Decisions related to signs, visual elements, layout, and composition are pivotal. Beyond the utilization of standard icons in mobile applications, designers must craft interfaces that align with the application's underlying concept. Notably, operating systems like Android continuously update their interfaces to enhance the user'sexperience. The incorporation of colour and shape, alongside text and images, is ubiquitous in interface designs. Some elements adhere to standard visual representations. This paper delves into the meticulous process of selecting appropriate visual elements for use in an Islamic Tourism mobile application. The design undergoes a comprehensive process, including a visual analysis of elements tailored to the target audience. Beyond considerations of design principles, other aspects play a crucial role in interface design. Heuristics theory serves as a valuable reference for enhancing interface usability, while the Semantics theory aids in choosing images that effectively convey information and instructions. These considerations informed the construction of questionnaire items. Expert consensus is instrumental in item selection, with data collection preceding the design phase. The mobile application development process follows the Design and Development Research (DDR) model, encompassing phases such as need analysis, design, development, and evaluation. The design concept must align seamlessly with the application's theme. A systematic design process not only fulfills the objective of creating an attractive and user-friendly interface but also contributes to cost and time efficiency in development - Some of the metrics are blocked by yourconsent settings
Publication Kebolehgunaan Aplikasi Myarabiy Game dalam Pembelajaran Bahasa Arab di Sekolah Rendah Agama JAIS(Penerbit Universiti Islam Selangor, 2023) ;Ghazali Zainuddin ;Noor Azli Mohamed Masrop ;Muhammad Sabri SahrirSiti Rosilawati RamlanPerkembangan pesat teknologi pada zaman ini, menjadikan peranti mudah alih seperti telefon dan tablet sebagai suatu alat yang memberikan peluang pembelajaran dan pengajaran luar biasa kepada pelajar dan guru. Wujudnya, peranti mudah alih sebagai salah satu alat dalam PdP menjadikan pendidikan yang dijalankan lebih menarik. Aplikasi mudah alih My ArabiyGameyang dibangunkan menerusi kajian ini adalah aplikasi yang dibangunkan sebagai salah satu bahan bantu mengajar (BBM) yang boleh digunapakai oleh para guru bahasa Arab sekolah rendah. My Arabiy Gameini dibangunkan menggunakan sukatan kurikulum SekolahRendah Agama (SRA) JAIS menerusi platform Android. Objektif utama dalam kajian ini adalah untuk menilai reka bentuk dan kebolehgunaan aplikasi My Arabiy Gameterhadap para pelajar di SRA. Penilaian reka bentuk dan kebolehgunaan aplikasi My Arabiy Gameinidijalankan ke atas para guru bahasa Arab SRA di daerah Hulu Langat. Kajian ini menggunakan reka bentuk kajian kuantitatif berbentuk deskriptif dengan menggunakan kaedah tinjauan. Instrumen yang digunakan berbentuk soal selidik dengan menggunakan skala likert tujuh mata. Data kemudian dianalisis menggunakan SPSS v25 untuk mendapatkan kekerapan, peratusan, min dan sisihan piawai. Interpretasi nilai min yang digunakan dalam kajian ini adalah berdasarkan tahap rendah, sederhana dan tinggi. Dapatan kajian menunjukkan tahap penilaian reka bentuk yang terdiri daripada elemen kandungan, elemen motivasi, elemen kebolehcapaian, elemen seronok dan elemen multimedia berada pada tahap tinggi dengan nilai min bagi kesemua elemen melebihi 5.0. Hasil kajian mendapati aplikasi My Arabiy Gamemengikut tahap penilaian para guru menunjukkan guru bersetuju bahawa permainan pendidikan yang dibangunkan ini menarik dan mudah untuk difahami serta dapat membantu meningkatkan kefahaman pelajar terhadap apa yang telah dipelajari di dalam kelas. - Some of the metrics are blocked by yourconsent settings
Publication Membangunkan Aplikasi Mobil Untuk Pemetaan Syajarat Alasanid Dalam Kitab Sahih Muslim(Penerbit KUIS, 2019) ;Phayilah Yama ;Nur Saadah Hamisan@Khair ;Mohd Norzi Nasir ;Noor Azli Mohamed Masrop ;Abdul Hadi Awang ;Abdul Azis Awang Kechik ;Siti Azwanie Che OmarNur Liyana Ahmad NazirKajian ini memilih Sahih Muslim sebagai fokus kajian dengan terperincikan kepada beberapa hadis di dalam Bab Iman sahaja. Antara objektif utama kajian ini dijalankan ialah untuk menjelaskan metod susunan sanad yang digunakan oleh Imam Muslim di dalam kitabnya. Beliau terkenal dengan menggunakan beberapa simbol khas dalam penyusunan sanad-sanad perawi hadis, dan simbol-simbol ini menimbulkan beberapa masalah apabila pelajar kurang memahami susur galur jalan periwayatan hadis. Oleh itu, kajian ini menggunakan syajarat al-asanid sebagai kaedah bagi membantu pelajar dalam memahami penyusunan sanad hadis yang mempunyai simbol-simbol tertentu sahaja. Kajian ini juga bertujuan untuk membangunkan sebuah perisian yang berbentuk aplikasi mobil bagi memudahkan para pelajar membentuk susunan sanad tersebut dengan lebih mudah dan menghasilkan syajarat al-asanid yang tepat berkonsepkan model reka bentuk sistem berarahan ADDIE iaitu analysis (analisis), design (reka bentuk), development (pembangunan), implementation (implimentasi) dan evaluation (penilaian). Justeru, aplikasi mobil yang dibangunkan dalam kajian ini merupakan salah satu inovasi yang digunakan bagi membantu pengajian hadis dilaksanakan dengan lebih efektif dan mendapat impak yang lebih positif. Ia juga boleh dijadikan sebagai modul awal kepada inovasi lain dalam ilmu sanad hadis. - Some of the metrics are blocked by yourconsent settings
Publication Mobile Learning In The Study Of Hadith: A Study On Students' Understanding On The Arrangement Of Sanad With Specific Symbol(Global Academic Excellence, 2019) ;Nur Saadah Hamisan@Khair ;Phayilah Yama ;Noor Azli Mohamed Masrop ;Mohd Norzi Nasir ;Abdul Hadi AwangAbdul Azis Awang KechikMobile learning has been used as an alternative in creating a creative, interesting, and effective learning environment; which has been widely used especially in this 21st century. The utilization of mobile learning should not be limited to science and technology related subjects only, but it is necessary for subjects related to Islamic studies. This study emphasizes the importance of mobile learning in the study of Hadith, as it is one of the Islamic legal sources. The subject on Hadith study has been taught traditionally for a thousand years, and the changes needed is only on the method of learning and teaching the Hadith which should not affect its content. Therefore, this study aims to observe the efficiency of mobile learning by developing a mobile application that focuses on the arrangment of sanad (chain of narrators). The hadiths selected are limited to the usage of symbols used by Imam Muslim, which is ‘ha’ (ح (which can be found in Sahih Muslim. This symbol was chosen because it has its own uniqueness and is more easily understood through syajarat al-asanid. This study is quantitatively in nature, and the sample chosen is students from Kolej Universiti Islam Antarabangsa Selangor (KUIS). A mobile application was developed to assist students in understanding the arrangement of sanad and visualising syajarat al-asanid in an accurate diagram. This study evaluates students’ responds towards the mobile application, and the findings show that learning using mobile application produced positive responses and generated better performance among the students. Therefore, a mobile application which was developed in thisstudy was made at the early module for other innovations in the field of Hadith which concerns specifically on sanad - Some of the metrics are blocked by yourconsent settings
Publication A Systematic Review Of Elements In Game-based Arabic Language Learning Framework For Dyslexic Children(Universiti Sultan Zainal Abidin, 2023) ;Noor Azli Mohamed Masrop ;Ghazali Zainuddin ;Einannabella Nadzri ;Asrina Suriani Md Yunus ;Muhammad Sabri SahrirSarifah Nurhanum Syed SahuriGame-Based Language Learning (GBLL) has been proven an effective approach tool to improve learning and has become a widely used teaching aid to maintain engagement and motivation in learners. The purpose of this systematic literature review is to identify the framework elements of Game-Based Arabic Language Learning (GBALL) for Dyslexic Children. Although previous research has addressed various guidelines and frameworks for educational tools in Arabic language learning, however, only few studies focus on dyslexic children. The methodology used in this paper is Systematic Literature Review (SLR)by Kitchenham (2004) and Kitchenham and Charters (2007). A selection of relevant research was performed to achieve the research objectives. The selectedonline open sources databases involved as are primary resources: Google Scholar, ResearchGate, UM Student Repository, Open Access Theses and Dissertation (OATD). Scientific publications and journals, conference proceedings, and technical papers are found in well-known online databases that include a complete citation and reference analysis.Based on a systematicreviewprocess, the researchers reported and discussed findings with possible future research directions. A total of 18 studies were selected, which revealed two themes: the multimedia elements of game-based language learning for dyslexic children and the Arabic language learning elements for dyslexic children. The results of this study can be applied as a guideline for educational tools for dyslexic children in Arabic language learning.