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Applying Horspool Algorithm in Asmaul Husna Educational Game Mobile Application

  • Jessi Adirachman
  • , Fenty Eka Muzayyana Agustin
  • , Nurul Faizah Rozy
  • , Jauhar Azizy
  • , Kamarusdiana
  • , Murodi
  • Informatics Department
  • Syarif Hidayatullah State Islamic University
  • Sharia Department

Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › peer-review

1 Citation (Scopus)

Abstract

Educational game was one of the computer-assisted learning types to increase student interest in learning. This study used educational games as a drill and practice method to test students' memorization of the Asmaul Husna subject. According to the mobile application development life cycle (MADLC), this game was developed on Android. This educational game imitates the teacher's way in the classroom-tested the students' memorization through question and answer. The student guessed the word of Asmaul Husna Mobile Application on which the Horspool algorithm applied to match the student's answer with the keyword. User Acceptance Testing (UAT) involved 37 respondents; it was found that 59.5% of users agreed that this game could be used as a learning aid medium, and 40.5% stated Neutral. A total of 30 respondents stated that their Asmaul Husna memorization improved after using this application, while 7 respondents stated it was easier to memorize by playing this game.

Original languageEnglish
Title of host publication2021 9th International Conference on Cyber and IT Service Management, CITSM 2021
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781665435482
DOIs
Publication statusPublished - 2021
Externally publishedYes
Event9th International Conference on Cyber and IT Service Management, CITSM 2021 - Virtual, Bengkulu, Indonesia
Duration: 22 Sept 2021 → 23 Sept 2021

Publication series

Name2021 9th International Conference on Cyber and IT Service Management, CITSM 2021

Conference

Conference9th International Conference on Cyber and IT Service Management, CITSM 2021
Country/TerritoryIndonesia
CityVirtual, Bengkulu
Period22/09/21 → 23/09/21

Keywords

  • Educational Game
  • Horspool Algorithm
  • Mobile Application Development Life Cycle (MADLC)

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