Comprehending text is the aim of reading; however, there is the phenomenon of non-Arabic speakers in Malaysia reading the Qur’an, written in Arabic, without comprehension. Word recognition (WR) theory, through word frequency effect (WFE) and word superiority effect (WSE), are used as a basis to achieve reading comprehension (RC) of the Qur'an. The Eye of Qur'an (EoQu) interface was developed, to visualise word occurrences and word morphology. This is achieved through parallel plot and word segmentation visualization. EoQu can track a user’s personal vocabulary with a presentation of percentage and word position in the Qur’an. Consequently, users know their ability to recognize Arabic words in relation to the whole Qur’an to achieve RC. An experimental study was set up with 90 Malaysian participants, starting with a pre-test, followed by a stratified sampling to divide participants into control and experimental groups (who used EoQu) for the post-test. Results showed evidence of improvement in WR based on scores and time taken to complete the Arabic Word Recognition Test.
Purpose -The purpose of this paper is to study suitable visualization techniques representing Qur'an history and atlas. It focuses on analyzing the effectiveness of the concept map and the hyperbolic tree visualization techniques. Design/methodology/approach -The effectiveness is measured in the aspects of the task time to complete a search based on questions provided. The task time is predicted using a task analysis technique called keystroke level model -goal operator methods and selection rules (KLM-GOMS). It is suitable to produce the hypothesis of which visualization techniques are able to maneuver the users to complete the task goals in the shortest time. The scope presented is the histories and locations related to selected chapters in part 30 of the Qur'an. Findings -Hyperbolic tree is more time effective compared with concept map visualization technique. Concept map visualization system has been voted as the most satisfying visualization technique even though the difference is only 1.3 seconds. The more important aspect for this analysis is the presentation of the information. Information should be presented clearly rather than hidden although the hidden function should be provided for users to use. However, both techniques are predicted to support conceptual understanding.Research limitations/implications -The focus of the analysis was data structure and how to get to the right nodes before retrieving the final output. Social implications -Assisting developers of Qur'anic systems therefore improves the effectiveness of users of Qur'anic system in finding information. Originality/value -Analysis on visualization techniques in context Qur'an history and atlas using KLM-GOMS study in terms of locations that lead to the birth of various chapters in Qur'an is rarely being discussed. Previous studies focus on development and implementation of textual Qur'an systems while this study focuses on user analysis using techniques mentioned above.
The lack of computational thinking (CT) skills can be one of the reasons why students find themselves having difficulties in writing a good program. Therefore, understanding how CT skills can be developed is essential. This research explores how CT skills can be developed for programming through competitive, physical, and tactile games. The CT elements in this research focus on four major programming concepts, and they are, decomposition, pattern recognition, abstraction and algorithmic. We have conducted game activities through several examples that include sorting, swapping and graph algorithms and analyze how the game affects the student experience (SX) in understanding the CT concept in those examples. We have applied the quadrilateral method approach on the data collection and analysis. The data was obtained through observation, interview/survey based on six SX criteria; attention, engagement, awareness, satisfaction, confidence and performance, and comparative performances in relation to the game activities conducted. The results of the quadrilation of the data collected show positive impact on the SX, therefore, highlighting the effectiveness of the competitive, physical and tactile game approach proposed in this research towards programming and CT skills development.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.