The Effectiveness of Gamification-Based Islamic Religious Education Learning Models on Digital Al-Qur'an Literacy

Authors

  • Abida al Rumaisa Faculty of Shariah and Law, Universitas Islam Sultan Sharif Ali, Brunei Darussalam Author
  • Fikratuha Mudrikah aculty of Shariah and Law, Universitas Islam Sultan Sharif Ali, Brunei Darussalam Author
  • Muhammad Rakin aculty of Shariah and Law, Universitas Islam Sultan Sharif Ali, Brunei Darussalam Author

DOI:

https://doi.org/10.35335/b6vgar24

Keywords:

Gamification, Islamic Religious Education, Digital Literacy, Al-Qur’an, Learning Motivation

Abstract

This study aims to examine the effectiveness of a gamification-based Islamic Religious Education (IRE) learning model in enhancing students’ digital Al-Qur’an literacy, motivation, and learning engagement. As the integration of technology in education becomes increasingly essential, Islamic learning must adapt to new digital paradigms while maintaining its spiritual and moral foundations. The research employed a quasi-experimental design with a pretest-posttest control group, involving students from Islamic schools and universities. The experimental group participated in gamified learning sessions that incorporated elements such as badges, leaderboards, missions, progress tracking, and interactive Qur’anic quizzes, while the control group followed traditional instruction methods. Data were collected using digital literacy tests, motivation scales, observation sheets, and questionnaires, and analyzed through t-tests, ANOVA, and regression analysis to determine the model’s effectiveness. The results indicated that students who experienced gamified learning showed significant improvements in digital Qur’an literacy skills, motivation, and comprehension compared to those in the control group. Gamification also encouraged active participation and collaboration, fostering a more engaging and meaningful Qur’anic learning experience. The findings suggest that the integration of gamification principles with Islamic education pedagogy can effectively bridge traditional religious learning and modern digital literacy. This research provides valuable insights for educators and curriculum developers seeking to modernize Islamic education while preserving its core values, emphasizing that gamified learning can be a powerful tool for cultivating both spiritual growth and digital competence among students.

References

Akdag, M., Alasag, A., Gürlesin, Ö., & ter Avest, I. (2019). Playful Religious Education-Towards Inclusive Religious Education: A Light-Hearted Way for Young People to Develop a Religious Life Orientation. Studies in Interreligious Dialogue, 29(1), 103–123.

Al Zeera, Z. (2001). Wholeness and Holiness in Education: An Islamic Perspective: An Islamic Perspective. International Institute of Islamic Thought (IIIT).

Amiruddin, A., Nurdin, N., & Ali, M. (2021). Islamic Education Teacher Communication Strategy in Increasing Students’ Learning Interest. International Journal of Contemporary Islamic Education, 3(1), 41–61.

bin Yahya, S. A., & Salamun, H. (2021). Self-Leadership and Gamification as Madani Society’s Human Resource Educational Elements. First International Conference on Science, Technology, Engineering and Industrial Revolution (ICSTEIR 2020), 431–437.

Brundrett, M., & Silcock, P. (2002). Achieving competence, success and excellence in teaching. Routledge.

Bunt, G. R. (2021). The Qur’an and the Internet. In The Routledge Companion to the Qur’an (pp. 384–393). Routledge.

Chen, C.-C., Huang, C., Gribbins, M., & Swan, K. (2018). Gamify online courses with tools built into your learning management system (LMS) to enhance self-determined and active learning. Online Learning, 22(3), 41–54.

Daily, E. M. (2013). The promise of mobile technology for public religious education. Religious Education, 108(2), 112–128.

Delucchi, M. (2014). Measuring student learning in social statistics: A pretest-posttest study of knowledge gain. Teaching Sociology, 42(3), 231–239.

Demirel Ucan, A., & Wright, A. (2019). Improving the pedagogy of Islamic religious education through an application of critical religious education, variation theory and the learning study model. British Journal of Religious Education, 41(2), 202–217.

Dichev, C., Dicheva, D., Angelova, G., & Agre, G. (2015). From gamification to gameful design and gameful experience in learning. Cybernetics and Information Technologies, 14(4), 80–100.

Goldman, A. B. (2019). Using daily missions to promote incremental progress on programming assignments. Virginia Tech.

Hanafi, Y., Murtadho, N., Ikhsan, M. A., Diyana, T. N., & Sultoni, A. (2019). Student’s and Instructor’s Perception toward the Effectiveness of E-BBQ Enhances Al-Qur’an Reading Ability. International Journal of Instruction, 12(3), 51–68.

Hanafi, Y., Saefi, M., Ikhsan, M. A., Diyana, T. N., Hassan, A. R., & Murtadho, N. (2021). Developing a questionnaire on measuring the learning motivation in reading quran. Jurnal Pendidikan Islam, 7(1), 17–32.

James, C. (2014). Disconnected: Youth, new media, and the ethics gap. MIT Press.

Khaidir, E., & Suud, F. M. (2020). Islamic education in forming students’ characters at as-shofa Islamic High School, pekanbaru Riau. International Journal of Islamic Educational Psychology, 1(1), 50–63.

Kim, T. W., & Werbach, K. (2016). More than just a game: ethical issues in gamification. Ethics and Information Technology, 18(2), 157–173.

Kingsley, T. L., & Grabner‐Hagen, M. M. (2015). Gamification: Questing to integrate content knowledge, literacy, and 21st‐century learning. Journal of Adolescent & Adult Literacy, 59(1), 51–61.

McAuliffe, J. D. (2003). Interpretation of the Qur’an. With Reverence for the Word: Medieval Scriptural Exegesis in Judaism, Christianity, and Islam, 311.

Munjiat, S. M. (2020). Implementation of Islamic Religious Education Learning in Higher Education on The Pandemic Period. Nazhruna: Jurnal Pendidikan Islam, 3(2), 285–295.

Park, S., & Kim, S. (2021). Leaderboard design principles to enhance learning and motivation in a gamified educational environment: Development study. JMIR Serious Games, 9(2), e14746.

Rama, B., Hamzah, A. A., & Ondeng, S. (2021). Children’s Character Education Values in the Qur’an. Turkish Journal of Computer and Mathematics Education, 12(14), 2358–2366.

Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business Horizons, 58(4), 411–420.

Sarif, S. M. (2019). Effect of Ukhuwwah Driven Social Cohesiveness In Governing Quality Innovation For Sustainable Development Goals. International Journal of Business, Economics and Law, 18(6), 1–9.

Sarkar, S. (2012). The role of information and communication technology (ICT) in higher education for the 21st century. Science, 1(1), 30–41.

Steiner, P. M., Wroblewski, A., & Cook, T. D. (2009). Randomized experiments and quasi-experimental designs in educational research. The Sage Handbook of Educational Evaluation, 75–95.

Velayutham, S., Aldridge, J., & Fraser, B. (2011). Development and validation of an instrument to measure students’ motivation and self‐regulation in science learning. International Journal of Science Education, 33(15), 2159–2179.

Woo, J.-C. (2014). Digital game-based learning supports student motivation, cognitive success, and performance outcomes. Journal of Educational Technology & Society, 17(3), 291–307.

Downloads

Published

2025-05-30

Issue

Section

Research article

How to Cite

The Effectiveness of Gamification-Based Islamic Religious Education Learning Models on Digital Al-Qur’an Literacy. (2025). Journal on Islamic Studies, 2(1), 1-11. https://doi.org/10.35335/b6vgar24

Similar Articles

1-10 of 29

You may also start an advanced similarity search for this article.