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Tarannum Smart Learning Application: Embracing the beauty of tarranum through multimedia technology Hapini Awang; Mohd Zaini Zakaria; Abdulrazak F. Shahatha Al-Mashhadani; Ramlan Mustapha; Mohd Faiz Mohd Yaakob; Adnan Mohamed Yusof; Nusairah Ramli; Mohd Nur Adzam Rasdi; Mohd Fairuz Jafar; Aliff Nawi; Farah Muhamad Zain; Marini Kasim
International Journal of Evaluation and Research in Education (IJERE) Vol 11, No 2: June 2022
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v11i2.22388

Abstract

This article discusses the development procedures of the Tarannum Smart Learning Application (Tarannum-SLA). It is a teaching and learning aid that has been developed for those who are interested in the tarannum subject. The tarannum is a technique to beautify and curve the tone of voice, in a certain tempo and rhythm when reading the Quran. The main aim of Tarannum-SLA is to facilitate the process of learning tarannum. Also, this courseware could create awareness among Muslims on the importance of the Quran. The Tarannum-SLA was developed not only to attract Muslims but also for non-Muslims who are interested to know about Islam, especially in terms of the arts of Quran recitation. Furthermore, in this courseware, we provide three language options, which are Malay, English, and Arabic for the convenience of our diverse prospective users. There are seven styles of tarannum, including Bayyati, Nahwand, Hijaz, Rast, Soba, Jiharkah, and Sika that are included in the Tarannum-SLA. Furthermore, to examine the ability of Tarannum-SLA to tackle the users’ needs, we have conducted the usability analysis based on the diffusion of innovation model. The result indicated that most of the constructs are perceived at a high level by respondents. Thus, this evidenced the high usability of Tarannum-SLA in promoting Quranic education. Although the development of this courseware has reached the implementation stage, it still needs some future improvements, for example, to amend the verses and reciters.
Teacher collaboration: Significant influence on self-efficacy of secondary school teachers Nor Syahrul Bariyah Johari; Norazlinda Saad; Marini Kasim
International Journal of Evaluation and Research in Education (IJERE) Vol 11, No 4: December 2022
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v11i4.22921

Abstract

Teacher collaboration is an aspect that needs to be given due attention in the educational institutions in order to sustain the improvement of teachers’ learning. This study was conducted to examine the influence of secondary school teacher’s collaboration on their self-efficacy. Research design was based on quantitative approach by cross-sectional survey. Data collection via questionnaires was performed to obtain demographic information of respondents, as well as data on teacher collaboration and self-efficacy. A number of 410 secondary school teachers in the northern part of peninsular Malaysia were involved in the study as survey respondents. The collected data was processed and analyzed using statistical package for the social sciences (SPSS) via frequency, mean, standard deviation, Pearson correlation and multiple regression analysis. The study found that the level of teacher collaboration and teachers’ self-efficacy among secondary school teachers is high. The findings also discovered that there was positive relationship between teacher collaboration and teachers’ self-efficacy. In addition, the dimension of teacher collaboration was found to have a significant influence on the teachers’ self-efficacy. Thus, the findings clearly indicated the importance of the collaboration practices between teachers in influencing the self-efficacy of teachers.
The development of augmented reality framework to enhance students’ motivation Farah Mohamad Zain; Marini Kasim; Faizahani Ab Rahman; Mohd Faiz Mohd Yaakob
Journal of Education and Learning (EduLearn) Vol 20, No 1: February 2026
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/edulearn.v20i1.21294

Abstract

Previous studies have shown that augmented reality (AR) is an interactive teaching aids that can improve students’ learning motivation. Many studies have discussed AR technology but there are scarce studies on developing AR framework and guideline for teachers. Therefore, the objective of this research is to study the need to develop an AR framework to enhance motivation among students based on Gagne’s nine events of instruction and self-determination theory (SDT). This research employs the design and development research (DDR) method with a blend of quantitative and qualitative in which data was collected via a closed and open questionnaire. The respondents of this research are 35 teachers who are teaching technology course in Kedah, chosen through purposive sampling. The findings revealed the need to develop an AR framework by taking into consideration five main constructs, namely motivation, technology skills, instructional design, AR development tools and types of AR applications. Hence, AR developed using this framework has the potential to enhance student motivation and create effective AR learning experiences for students.
How effective is game-based educational platform on students’ learning interest and mathematics problem-solving skills? Empirical evidence from Islamic boarding school Desi Ratnasari; Lalu Sucipto; Muhammad Syawahid; Marini Kasim
Beta: Jurnal Tadris Matematika Vol. 19 No. 1 (2026): Beta May
Publisher : Universitas Islam Negeri (UIN) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/betajtm.v19i1.762

Abstract

[English]: This study aims to investigate the impacts of Kahoot, a game-based educational platform, on students’ learning interest and mathematical problem-solving abilities. The study employed a quantitative approach with a quasi-experimental research, specifically the non-equivalent control group design. The research population consisted of all seventh-grade students at a private junior high school in Indonesia, totaling 25 students which are selected through saturated sampling technique. The research instruments included a learning interest questionnaire and an essay-based test measuring mathematical problem-solving skills. Data were analyzed through multivariate assumption testing, followed by hypothesis testing using Multivariate Analysis of Variance (MANOVA). The results of the assumption tests indicated that: (i) the data satisfied the assumption of multivariate normality, (ii) the dependent variables demonstrated adequate intercorrelations for multivariate analysis, and (iii) the covariance matrices across groups exhibited homogeneous characteristics. Accordingly, the MANOVA outcomes revealed a significance value of less than 0.05 (p < 0.05), indicating that the use of Kahoot had a statistically significant effect, both simultaneously and partially, on students’ learning interest and mathematical problem-solving abilities. The research outcomes in this paper strengthened the past studies which claim that Kahoot can be utilized as an innovative instructional platform for teaching and learning mathematics. [Bahasa]: Penelitian ini bertujuan mengetahui dampak penggunaan platform game edukasi, Kahoot, terhadap minat belajar dan pemecahan masalah matematika siswa. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis quasi experiment dan desain non-equivalent control group. Populasi penelitian adalah seluruh siswa kelas VII di sekolah swasta menengah pertama di Indonesia berjumlah 25 siswa yang dipilih dengan teknik sampling jenuh. Instrumen penelitian berupa angket minat belajar dan tes uraian kemampuan pemecahan masalah. Data dianalisis melalui uji asumsi multivariat, kemudian dilanjutkan dengan uji hipotesis menggunakan Multivariate Analysis of Variance (MANOVA). Hasil uji asumsi menunjukkan bahwa (i) data memenuhi asumsi normalitas multivariat, (ii) variabel dependen memiliki hubungan yang memadai untuk dianalisis secara multivariat, dan (iii) matriks kovarians antar kelompok menunjukkan karakteristik homogen. Selanjutnya,hasil uji MANOVA menunjukkan nilai signifikansi < 0.05 sehingga dapat disimpulkan bahwa penggunaan media Kahoot berpengaruh signifikan, baik secara simultan maupun parsial, terhadap minat belajar dan kemampuan pemecahan masalah matematis siswa. Temuan penelitian ini memperkuat penelitian-penelitian terdahulu yang menyatakan bahwa Kahoot dapat dimanfaatkan sebagai media inovatif untuk pengajaran dan pembelajaran matematika.