E99: Desktop Game Application for Learning Asmaul Husna

Jasni Ahmad, Della Maudy Mahardika


Nowadays, students still use conventional methods to learn about the Asmaul Husna, the use of technology has not been fully utilized. This causes difficulty in understanding of students in the learning process. Moreover, causing boredom in memorizing Asmaul Husna. Need appropriate learning media needed so students become more interested in memorizing the Asmaul Husna. Therefore, the purpose of this study is to design and develop the game to introduce Asmaul Husna in the form of the game called “E99” a game application of learning Asmaul Husna. This study involves 20 students aged 7 – 14 years old. The method used to carry out formative evaluation is the quantitative method and Perceived Usefulness and Ease of Use (PUEU) and Questionnaire for User Interface Satisfaction (QUIS)  as an instrument. Overall findings show this application 89% useful, 83.75% ease of use and 85.5% satisfying. It indicates E99 is effective game for help students recognize and memorize Asmaul Husna.

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DOI: https://doi.org/10.5430/wjel.v12n2p239

World Journal of English Language
ISSN 1925-0703(Print)  ISSN 1925-0711(Online)

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