User Acceptance: Quranic Verses Inspire Motivation Used into the Creation of Augmented Reality Board Games
DOI:
https://doi.org/10.37934/araset.53.1.113128Keywords:
Mental health problems, Motivation, Augmented Reality Board Games (ARBG), Al-Quran, User perceptionAbstract
Numerous studies have revealed that Malaysian students are developing spiritually and intellectually every year. Mental health illnesses may endanger students' wellbeing and academic progress. Students with mental health illnesses may find it difficult to handle a task or communicate with others due to their inability to control their emotions and lack of desire, which may have an effect on their ability to study. The key to personal behaviour, zeal, and reinforcement for exceptional academic success is motivation. In light of technological improvements, particularly Augmented Reality Board Games (ARBG), a learning tool that can be connected to cell phones has been developed in order to increase motivation. It was found that there is still little research on motivation, particularly when Quranic verses are used in augmented reality. The research method was carried out using a quantitative approach. This study investigates users' approval of employing Qur'anic verses to boost motivation, notably in ARBG technology. It looks at works that were published in six journals over the relevant five-year span (2019-2023). Users acknowledged the Quran's inspirational passages, on the results of the survey, which was carried out as part of the research approach used in this study, which used descriptive statistics of user perception. Students at Malaysia's Sultan Zainal Abidin University (UniSZA) made up the study's subjects (n=100). The survey results show that adding motivational translations of Quranic verses to ARBGs is consistently and favourably viewed by users as having an impact. The study not only produces remarkable findings, but it also paves the way for further investigation into the use of Al-Quran verses and ARBGs.