Skripsi
PENERAPAN DESIGN THINKING DALAM MERANCANG APLIKASI E-QUR’AN
In the digital era, the use of technology in education is becoming increasingly important, including in religious education. However, many individuals especially those in rural areas still face difficulties in learning to read the Qur’an due to limited time, age-related factors, lack of motivation, and feelings of embarrassment when starting from the basics. The main problem in this study is how to design a user-friendly and interactive UI/UX prototype for an E-Qur’an learning application that meets the needs of various user groups. This study adopts the Design Thinking method, which consists of five stages: empathize, define, ideate, prototype, and testing. Primary data were obtained through interviews with residents of Talang Padang village, while secondary data were collected from literature studies. The study resulted in a prototype design for the E-Qur’an application equipped with features such as a digital Qur’an, prayer time reminders, tajwid learning, guidance on proper articulation (makhrajul huruf), and stories of the prophets. The final prototype reflects users’ needs and serves as a practical and engaging alternative learning medium suitable for all audiences. Testing results using maze.co with 8 tasks showed a success rate of 98.75%, and a time-based efficiency of 0.15 goals/sec, indicating that each task was completed in an average of 6.67 seconds. This demonstrates that the E-Qur’an application design offers efficient interaction speed.
Inventory Code | Barcode | Call Number | Location | Status |
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2507005348 | T182406 | T1824062025 | Central Library (Reference) | Available but not for loan - Not for Loan |