Saputra, Apry Aditya
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Qur'an Whiz: Developing an Android-Based Application to Enhance Qur'an Memorization Skills for Elementary School Students Djainudin, Hamdhan; Saputra, Apry Aditya; Rahmat, Nazaludin Nur; Aprilio, Triandi
Jurnal Prima Edukasia Vol. 13 No. 1 (2025): January 2025
Publisher : Asosiasi Dosen PGSD dan Dikdas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpe.v13i1.80349

Abstract

Post-COVID-19, Islamic religious education faced challenges due to mosque restrictions and suspended Qur'anic programs, reducing youth interest in memorization. Technological distractions also prompted shifts in teaching methods to adapt to digital advancements. This study aims to develop the Qur'an Whiz educational game application for Qur'anic memorization using the Takrir method, designed specifically for the Android platform. The research adopted the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) as its methodological framework. Iterative testing and validation processes involving material, design, and media experts were conducted to refine the application and ensure its effectiveness and user engagement. The activities carried out at the analysis stage are collecting data through interviews and observations, related to existing problems. Furthermore, implementation is carried out by testing the application in the community, students, material experts, design experts, and media experts. After testing and implementing the product, the final stage is evaluating and perfecting the "Qwizy" application according to suggestions from experts, teachers, students, and the general public. The findings revealed a significant improvement in users' memorization abilities, with the average pretest score of 65 increasing to 85 in the post-test, reflecting a 20-point or 30.77% improvement. The application features a user-friendly interface and interactive elements that enhance user motivation and engagement. This study concludes that "Qur'an Whiz" is an innovative and effective tool for improving Qur'anic memorization, offering an educational and enjoyable learning experience for children in the digital era.
EDULEXYA: Development of Educational Gamification Application with Interactive Card Media to Improve Learning Outcomes for Children With Dyslexia on The Android Platform Saputra, Apry Aditya; Jati, Handaru
Journal of Information Engineering and Technology Vol. 3 No. 1 (2025): March 2025
Publisher : Department of Electronics and Informatics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jiety.v3i1.1264

Abstract

This study addresses the learning challenges faced by children with dyslexia, particularly in writing, spelling, and reading. The objectives are: (1) to analyze user needs and determine suitable application features to support dyslexic children's learning; (2) to design a mobile application, EduLexya, incorporating gamification and interactive card-based multisensory learning methods; and (3) to evaluate the application’s effectiveness in enhancing learning outcomes. Employing a Research and Development (R&D) framework with the Software Development Life Cycle (SDLC) waterfall model, the study involved dyslexic children aged 7–15 years from Somoitan (experimental) and Giriharjo (control) elementary schools. Data collection involved observation, interviews, questionnaires, and pretest-posttest assessments. Statistical analysis included validity, normality, homogeneity, and hypothesis testing via the Independent Samples T-Test. Findings identified essential features—writing, spelling, reading, quizzes, schedules, settings, guides, and feedback. The application was rated highly by material experts (5.00), media experts (4.81), and beta testers (4.81). Posttest results showed a significant improvement in the experimental class (M = 84.37, Sig. 0.000) over the control class (M = 74.33, Sig. 0.043), confirming EduLexya’s effectiveness in improving dyslexic learners’ academic outcomes.