USER PERFORMANCE AND ACCEPTANCE OF DUNIA BELAJAR JAWI: BOOSTING CONNECTIVITY SKILLS IN JAWI SCRIPT VIA GAMIFIED LEARNING
DOI:
https://doi.org/10.35631/IJMOE.724070Keywords:
User Performance, User Acceptance, Gamified Learning, Jawi Script, Interactive LearningAbstract
The study examined the functionality of the Dunia Belajar Jawi app and analyzed its user acceptance test. This fun learning tool aims to develop young learners' skills in Jawi script. The research included 32 Standard 1, 2, and 3 students in a primary religious institution in Kuala Selangor, Malaysia. The practitioner used the pre-test and post-test methods to measure students' learning outcomes. The pre-test surveyed students' Jawi literacy proficiency, which served as a baseline, while the post-test assessed improvements after the students were introduced to the game. A User Acceptance Testing (UAT) survey was also conducted to measure usability, engagement, and educational benefits. Findings indicate a significant 25% improvement in the post-test scores, which, in this case, demonstrates the game's efficacy in the Jawi letter connectivity reinforcement. Besides that, UAT results show a high level of acceptance of the application among users since students have been quite content with the game's interaction, options (drag-and-drop), feedback (instant), and aesthetics. The study's conclusion showed that the gamified learning method could help improve the efficiency of Jawi literacy classes.