Abstract
This study examines the creation and educational impact of "Journey to Jannah," a gamified educational tool designed to teach Islamic lessons and principles to primary school students. This board game fills the gap in the market for culturally appropriate educational games by incorporating the five pillars of Islam into its gameplay and encouraging interactive play that fosters moral and cognitive growth. To ensure that the game is both effective and appealing to young learners, the development process followed a structured methodology that started with the identification of precise learning objectives and ended with comprehensive user testing. "Journey to Jannah" aims to enhance the representation of Islamic themes in educational settings while also functioning as a cultural enrichment tool. This study offers insightful information about the impact of gamified learning environments on various educational settings and how to apply them in a scalable manner.
Metadata
Item Type: | Conference or Workshop Item (Paper) |
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Creators: | Creators Email / ID Num. Amir Hakim, Aimy Najla amirhakimosman@gmail.com Mohamed Azwan, Nurul Aliya Izazi UNSPECIFIED Zarul Azhar, Emir Ziyad UNSPECIFIED |
Contributors: | Contribution Name Email / ID Num. Chief Editor Abdul Rahman, Zarinatun Ilyani UNSPECIFIED Editor Mohd Nasir, Nur Fatima Wahida UNSPECIFIED Editor Kamarudin, Syaza UNSPECIFIED Designer Ramlie, Mohd Khairulnizam UNSPECIFIED |
Subjects: | L Education > LB Theory and practice of education > Primary Education |
Divisions: | Universiti Teknologi MARA, Perak > Seri Iskandar Campus > Faculty of Architecture, Planning and Surveying |
Journal or Publication Title: | The 13th International Innovation, Invention & Design Competition 2024 |
Page Range: | pp. 414-416 |
Keywords: | Gamification, primary school, boardgame, Islamic education |
Date: | 2024 |
URI: | https://ir.uitm.edu.my/id/eprint/105194 |