Penggunaan Aplikasi Permainan Mudah Alih Global Zakat Game (GZG) Dalam Pengajaran dan Pembelajaran
Global Zakat Game (GZG)’s Application For Android in Teaching And Learning Process (P&P)
DOI:
https://doi.org/10.33102/jfatwa.vol0no0.269Keywords:
Aplikasi, Global Zakat Game (GZG), pembelajaran, teknologi.Abstract
The advanced system of technology has brought the society into a new era that makes everything necessary for technology. Various mobile game appplication have emerged nowadays due to the development of technology whether used in the context of entertainment or education. The use of mobile applications in teaching and learning can improve the students’ undersatnding in a particular subject. Therefore, the objective of this study is to discuss the use of mobile game applications in the context of teaching and learning. The study also will suggest one Global Zakat Game (GZG) mobile gaming application that can be used in teaching and learning. This study uses a qualitative approach consisting of documentation and interview method. The finding of the study shows that GZG application can be used as teaching aids among teachers and students. Further studies on the effectiveness of using GZG mobile gaming application can be conducted in order to further enhance the features of the application that have been developed.
Abstrak
Sistem teknologi yang semakin canggih telah membawa masyarakat ke satu zaman baharu yang menjadikan semua perkara memerlukan kepada teknologi. Pelbagai aplikasi permainan mudah alih telah muncul dewasa ini disebabkan perkembangan teknologi sama ada digunakan dalam konteks hiburan atau pendidikan. Penggunaan aplikasi mudah alih dalam pengajaran dan pembelajaran dilihat mampu meningkatkan kefahaman pelajar dalam memahami sesuatu subjek. Justeru, objektif kajian adalah untuk membincangkan penggunaan aplikasi permainan mudah alih dalam konteks pengajaran dan pembelajaran. Kajian juga akan mencadangkan satu aplikasi permainan mudah alih Global Zakat Game (GZG) yang boleh digunapakai dalam pengajaran dan pembelajaran. Kajian ini menggunakan pendekatan kualitatif yang meliputi kaedah dokumentasi dan temubual . Hasil kajian mendapati aplikasi GZG boleh digunakan sebagai alat bantu mengajar dalam kalangan guru dan pelajar. Kajian lanjutan keberkesanan penggunaan aplikasi permainan mudah alih GZG terhadap pelajar boleh dilaksanakan bagi mempertingkatkan lagi ciri-ciri aplikasi yang telah dibangunkan.
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