ShalahVR: A User-Centered Virtual Reality Framework for Teaching Islamic Rituals to the Deaf Community

Authors

  • Dodik Arwin Dermawan Universitas Negeri Surabaya
  • Dimas Novian Aditia Syahputra Universitas Negeri Surabaya
  • Moch Deny Pratama Universitas Negeri Surabaya
  • M Adamu Islam Mashuri Universitas Negeri Surabaya
  • Binti Kholifah Universitas Negeri Surabaya

Keywords:

Shalah, Virtual-Reality(VR), Islamic-Religious, Education, Deaf

Abstract

Hearing impairment experienced by Muslims with disabilities should not be a barrier to understanding Islamic teachings. Equal learning opportunities and adequate facilities are necessary for deaf and hearing-impaired individuals to establish the best practices in applying their Islamic knowledge. Current methods of Islamic religious instruction in the field often rely solely on lectures, discussions, practice, and simple aids, which tends to be slow in achieving learning outcomes and provides insufficient practical experience. An alternative for delivering Islamic teachings can be developed through a simulation utilizing Virtual Reality (VR) technology. This research aims to develop an Islamic learning module for deaf and hearing-impaired individuals, providing a learning experience that constitutes a best practice for the application of Islamic knowledge. The research process employed a three-stage method: problem identification, production, and testing. The resulting product is an educational simulation application based on Virtual Reality, using an interactive and practical experiential approach. It covers the sequence of worship procedures, from performing wudhu (ablution) and reading the Al-Quran to performing salat (prayer). The research concludes that the "Shalah Virtual Reality" application functions optimally and effectively helps deaf and hearing-impaired individuals gain the best practical experience in implementing their Islamic knowledge.

References

Alfando, F., & Sanjaya, A. (2023). Virtual reality application for information on campus facilities at Pradita University Tangerang: Web-based prototype and usability analysis. Jurnal Teknologi Informasi dan Komunikasi (Digital Zone), 14(1), 103–114.

Amirudin, N., & Khodijah, S. (2023). Implementasi pembelajaran pendidikan agama Islam pada siswa tunarungu di SMA Muhammadiyah 1 Gresik. TAMADDUN : Jurnal Pendidikan dan Pemikiran Keagamaan, 24(2), 85–90.

Anamisa, D. R., Yusuf, M., Mufarroha, F. A., & Rohmah, N. (2020). Design of virtual reality application for Taharah using 3D Blender. Journal of Physics: Conference Series, 1569(2), 022071. https://doi.org/10.1088/1742-6596/1569/2/022071

Blackburn, R. A. R., Villa-Marcos, B., & Williams, D. P. (2019). Preparing students for practical sessions using laboratory simulation software. Journal of Chemical Education, 96(1), 153–158. https://doi.org/10.1021/acs.jchemed.8b00549

Boffi, P., Clerici, M., Gallace, A., & Lanzi, P. L. (2023). An educational experience in ancient Rome to evaluate the impact of virtual reality on human learning processes. Computers & Education: X Reality, 2, 100014. https://doi.org/10.1016/j.cexr.2023.100014

Chițu, I. B., Tecău, A. S., Constantin, C. P., Tescașiu, B., Brătucu, T. O., Brătucu, G., & Purcaru, I. M. (2023). Exploring the opportunity to use virtual reality for the education of children with disabilities. Children, 10(3), 436. https://doi.org/10.3390/children10030436

Harrington, C. M., Kavanagh, D. O., Quinlan, J. F., Ryan, D., Dicker, P., O’Keeffe, D., Traynor, O., & Tierney, S. (2018). Development and evaluation of a trauma decision-making simulator in Oculus virtual reality. American Journal of Surgery, 215(1), 42-47. https://doi.org/10.1016/j.amjsurg.2017.02.011

Jans, C., Bogossian, F., Andersen, P., & Levett-Jones, T. (2023). Examining the impact of virtual reality on clinical decision making – An integrative review. Nurse Education Today, 125, 105767. https://doi.org/10.1016/j.nedt.2023.105767

Lopez-Gavira, R., Moriña, A., & Morgado, B. (2021). Challenges to inclusive education at the university: The perspective of students and disability support service staff. Innovation: The European Journal of Social Science Research, 34(3), 292–304. https://doi.org/10.1080/13511610.2019.1578198

Maftuhin, M., & Fuad, A. J. (2018). Pembelajaran pendidikan agama Islam pada anak berkebutuhan khusus. Journal An-Nafs: Kajian Penelitian Psikologi, 3(1), 76–90. https://doi.org/10.33367/psi.v3i1.502

Marougkas, A., Troussas, C., Krouska, A., & Sgouropoulou, C. (2023). Virtual reality in education: A review of learning theories, approaches and methodologies for the last decade. Electronics, 12(13), 2832. https://doi.org/10.3390/electronics12132832

Masud, U., Saeed, T., Malaikah, H. M., Islam, F. U., & Abbas, G. (2022). Smart assistive system for visually impaired people obstruction avoidance through object detection and classification. IEEE Access, 10, 13428–13441. https://doi.org/10.1109/ACCESS.2022.3146320

Rachman, A., Kawakip, A. N., Fadhillah, F., Saputra, N., & Zulkifli, Z. (2023). Building religious character of students in madrasah through moral learning. Tafkir: Interdisciplinary Journal of Islamic Education, 4(1), 78–94. https://doi.org/10.31538/tijie.v4i1.261

Restendy, M. S. (2019). Model belajar dan komunikasi anak disabilitas tunarungu wicara di Taman Pendidikan Al Quran Luar Biasa (TPQLB) Spirit Dakwah Indonesia Tulungagung. Jurnal Komunika Islamika, 6(1), 58–74.

Safari, M. C., Wass, S., & Thygesen, E. (2023). Motivation of people with intellectual disabilities in technology design activities: The role of autonomy, competence, and relatedness. Behaviour and Information Technology, 42(1), 89–107. https://doi.org/10.1080/0144929X.2021.2015442

Steuri, N., Sahli, O., Reich, J., Milella, M., Nyffeler, J., Doppler, T., Lösch, S., & Hafner, A. (2023). Virtual reality applications for visualization of 6000-year-old Neolithic graves from Lenzburg (Switzerland). Digital Applications in Archaeology and Cultural Heritage, 30, e00283. https://doi.org.10.1016/j.daach.2023.e00283

Sun, Y., & Li, J. (2023). User interface design and interactive experience based on virtual reality. Computer-Aided Design and Applications, 20(S13), 184–195. https://doi.org/10.14733/cadaps.2023.S13.184-195

Tsai, H. P., Lin, C. W., Lin, Y. J., Yeh, C. S., & Shan, Y. S. (2023). Novel software for high-level virological testing: Self-designed immersive virtual reality training approach. Journal of Medical Internet Research, 25, e44538. https://doi.org/10.2196/44538

Undang-Undang Republik Indonesia Nomor 20 Tahun 2003 tentang Sistem Pendidikan Nasional. (2003).

Viitaharju, P., Nieminen, M., Linnera, J., Yliniemi, K., & Karttunen, A. J. (2023). Student experiences from virtual reality-based chemistry laboratory exercises. Education for Chemical Engineers, 44, 191–199. https://doi.org/10.1016/j.ece.2023.06.004

Downloads

Published

2025-12-30

How to Cite

Dermawan, D. A., Syahputra, D. N. A., Pratama, M. D., Mashuri, M. A. I., & Kholifah, B. (2025). ShalahVR: A User-Centered Virtual Reality Framework for Teaching Islamic Rituals to the Deaf Community. Proceedings International Conference on Aligning Sustainability With Vocational Innovations (ICASVI), 2(1), 47–56. Retrieved from https://proceeding.unesa.ac.id/index.php/icasvi/article/view/7659