2022
DOI: 10.3991/ijim.v16i20.32427
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An Educational Arabic Sign Language Mobile Application for Children with Hearing Impairment

Abstract: This research addresses the need for a mobile application to teach Arabic sign language to deaf children in the Arab world. Therefore, the team develops an educational android application to teach deaf children the Arabic sign language using gamification. Also, the research aims to investigate the impact of using a mobile application for Arabic sign language on children’s learning performance. To achieve its goals, the research entails two main stages. The first stage focuses on building the mobile application… Show more

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Cited by 2 publications
(2 citation statements)
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“…Gamification of flight instructor learning in evidence-based training scenarios [51] Non-Formal Digital badges affect need satisfaction but not frustration in males in higher education [52] Formal Can gamification improve the virtual reality tourism experience? Analyzing the mediating role of tourism fatigue [53] Non-Formal Education in Focused Lung Ultrasound Using Gamified Immersive Virtual Reality: A Randomized Controlled Study [54] Formal Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results [55] Formal Investigating how gamified syllabic literacy impacts learning, flow and inappropriate behaviors: A single-subject study design [56] Non-Formal A gamified app for supporting undergraduate students' mental health: A feasibility and usability study [56] Formal An Educational Arabic Sign Language Mobile Application for Children with Hearing Impairment [57] Non-Formal BioIntegrada Game Application: An Instrument for the Systemic Teaching from Cells to the Environment [58] Formal Crossquestion game: A design of a group-based assessment tool to enhance student motivation during pandemic [59] Formal Design, development and use of a digital badges system in higher education [60] Formal The implementation of gamification in formal education also consistsed of several levels. Can be seen in figure 4, most of them came from higher education level, with as many as 38 articles.…”
Section: Indonesian Journal Of Computer Sciencementioning
confidence: 99%
See 1 more Smart Citation
“…Gamification of flight instructor learning in evidence-based training scenarios [51] Non-Formal Digital badges affect need satisfaction but not frustration in males in higher education [52] Formal Can gamification improve the virtual reality tourism experience? Analyzing the mediating role of tourism fatigue [53] Non-Formal Education in Focused Lung Ultrasound Using Gamified Immersive Virtual Reality: A Randomized Controlled Study [54] Formal Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results [55] Formal Investigating how gamified syllabic literacy impacts learning, flow and inappropriate behaviors: A single-subject study design [56] Non-Formal A gamified app for supporting undergraduate students' mental health: A feasibility and usability study [56] Formal An Educational Arabic Sign Language Mobile Application for Children with Hearing Impairment [57] Non-Formal BioIntegrada Game Application: An Instrument for the Systemic Teaching from Cells to the Environment [58] Formal Crossquestion game: A design of a group-based assessment tool to enhance student motivation during pandemic [59] Formal Design, development and use of a digital badges system in higher education [60] Formal The implementation of gamification in formal education also consistsed of several levels. Can be seen in figure 4, most of them came from higher education level, with as many as 38 articles.…”
Section: Indonesian Journal Of Computer Sciencementioning
confidence: 99%
“…Almost all articles used points as a calculation of student learning achievement. There were few articles that did not use point counting [33], [42], [75], [76], [44], [50], [52], [53], [57], [58], [64], [68]. In these articles, students only collected badges that can be obtained at each level completed.…”
Section: Addressing Review Question 1: the Elements Of Gamificationmentioning
confidence: 99%