RECONSTRUCTION OF FARAID LEARNING THROUGH INTERACTIVE EDUCATIONAL GAMES: AN EXPERIMENTAL STUDY ON ISLAMIC HIGHER EDUCATION INSTITUTIONS (PTKI)

Authors

  • Saefudin Zuhri State Islamic University of Sultan Maulana Hasanuddin Banten
  • Sholeh Hidayat Sultan Ageng Tirtayasa University
  • Fadlullah Fadlullah Sultan Ageng Tirtayasa University

DOI:

https://doi.org/10.53067/ije3.v6i1.462

Keywords:

Digital Teaching Materials, Faraid Science, Educational Games, Counting of Inheritances, PTKI

Abstract

Theoretical and memorization-based approaches still dominate Faraid Science instruction at PTKI, so students struggle to relate concepts to mathematical and contextual inheritance calculation practices. This research aims to describe learning conditions and teaching material needs, develop teaching materials for Faraid HIWAR Science based on interactive educational games, and analyze their feasibility, practicality, attractiveness, effectiveness, and implications in learning. This research uses the Research and Development (R&D) method with the Dick and Carey model, which is carried out through ten systematic stages, ranging from goal identification to summative evaluation. Data were obtained through observation across several universities, validity tests conducted by three experts, questionnaires administered to lecturers and students, and effectiveness tests using independent-samples t-tests and N-gain analysis. The study’s results showed that the developed teaching materials were deemed highly feasible, with an average validity of 92%. Practicality obtained an average of 88.25%, while attractiveness reached 90.7%. The effectiveness test showed a significant difference between the experimental and control classes (0.024 < 0.05), with the experimental class’s N-gain score of 86.71 (effective) and the control class’s 21.87 (ineffective). Faraid Science teaching materials based on interactive educational games are declared valid, practical, interesting, and effective, and relevant to the learning needs of Faraid Science at PTKI. Its use has positive implications for improving understanding, calculation skills in inheritance, and student motivation for learning.

Downloads

Download data is not yet available.

References

Bossetta, M., & Bossetta, M. (2025). Element Design for Active Learning : A Design Thinking Approach to Assignment Development for Political Science , Media , and Communication Education Element Design for Active Learning : A Design Thinking Approach to Assignment Development for Political S. Journal of Political Science Education, 0(0), 1–21. https://doi.org/10.1080/15512169.2025.2547856

Brunetti, F., Matt, D. T., Bonfanti, A., De Longhi, A., Pedrini, G., & Orzes, G. (2020). Digital transformation challenges: strategies emerging from a multi-stakeholder approach. TQM Journal, 32(4), 697–724. https://doi.org/10.1108/TQM-12-2019-0309

Coelho, F., & Abreu, A. M. (2025). Systemic Gamification Theory (SGT): A Holistic Model for Inclusive Gamified Digital Learning. Multimodal Technologies and Interaction, 9(7), 1–26. https://doi.org/10.3390/mti9070070

Coelho, F., Rando, B., Aparício, D., Pontífice-Sousa, P., Gonçalves, D., & Abreu, A. M. (2025). The impact of educational gamification on cognition, emotions, and motivation: a randomized controlled trial. In Journal of Computers in Education (Issue 0123456789). Springer Berlin Heidelberg. https://doi.org/10.1007/s40692-025-00366-x

Crestani, T. B., Tamborindeguy, M., Nunes, F. B., Kohek, M. B. F., & Branchini, G. (2025). Old habits die hard? How to challenge students and professors to rethink the teaching and learning processes in biophysics using escape room-based games. Advances in Physiology Education, 49(3), 817–823. https://doi.org/10.1152/advan.00260.2023

Dong, W., Lou, C., Lu, L., & Ding, Y. (2025). Evaluation of the Application Effect of Streaming Media Technology in College English Teaching. International Journal of Web-Based Learning and Teaching Technologies, 20(1), 1–15. https://doi.org/10.4018/IJWLTT.368036

Eapen, N., Thundiyil, N., Shenai, S., Somaskandan, K., Parayitam, S., & Cristofaro, M. (2025). Unfolding the Relationship Between Dialogue and Inquiry , Empowerment , and Employee Commitment in Healthcare Industry : Evidence from India. 1–22.

Ghavami, B., Pour, H., & Karimian, Z. (2025). A narrative review of advancing medical education through technology : the role of smart glasses in situated learning. 7.

Irabor, T. J. O., Yonga, C. N., Danfakha, M., Hornick, J. L. C., Marlier, D. G. J., & Antoine-Moussiaux, N. (2025). Bridging theory and practice: a facilitation-driven game for reflective, collaborative veterinary education. Irish Veterinary Journal, 78(1), 1–12. https://doi.org/10.1186/s13620-025-00302-6

Istiyono, E., & Perdana, R. (2025). A systematic literature review of computational thinking study in physics learning. 14(4), 2698–2709. https://doi.org/10.11591/ijere.v14i4.29632

Kolar, D., Lisjak, D., Curman, M., & Benic, J. (2023). Identification of Inability States of Rotating Machinery Subsystems Using Industrial IoT and Convolutional Neural Network - Initial Research. Tehnicki Glasnik, 17(2), 279–285. https://doi.org/10.31803/tg-20230502171228

Li, L., Hew, K. F., & Du, J. (2024). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review. In Educational Technology Research and Development (Vol. 72, Issue 2). Springer US. https://doi.org/10.1007/s11423-023-10337-7

Lin, H. K., & Lu, L. (2024). Integrating Digital Technologies and Alternate Reality Games for Sustainable Education : Enhancing Cultural Heritage Awareness and Learning Engagement.

Linayanti, H. T., Widyatmoko, A., & Handayani, L. (n.d.). Efektifitas penggunaan media interaktif berbasis game edukatif dalam meningkatkan hasil belajar IPA siswa SD. 378–383.

Lu, T., Chen, Y., & Chang, C. (2025). Serious Game Design Integrating Design – Play – Experience Framework : Digital Interactive Experience Exploring Ecology of Palaeoloxodon †. 1–8.

Manligoy, J. M. A., Aguiadan, B. A., & Mendez, M. L. S. P. (2025). Effectiveness of Digital Simulation-Based Learning in Improving Science Conceptual Understanding among Grade 5 students. Asian Journal of Education and Social Studies, 51(9), 419–433. https://doi.org/10.9734/ajess/2025/v51i92378

Muskhir, M., Luthfi, A., Sidiq, H., & Fadillah, R. (2024). Development of Augmented Reality Based Interactive Learning Media on Electric Motor Installation Subjects. 8(December), 2097–2103.

Putra, R. K., Koto, R. D., Purwanto, W., Padang, U. N., Artikel, I., Pembelajaran, M., Edukasi, G., Mengajar, P. B., & Education, J. (2025). Efektivitas Media Pembelajaran Berbasis Game 13(2), 775–781.

Rivaz, M. (2025). The effects of flipped classroom and jigsaw teaching strategies on learning , retention of course content , and satisfaction among nursing students : a quasi-experimental study. 1–10.

Robby, M. F., & Sulistiono, M. (2025). The Development Of Inheritance Module Based On. August, 813–824. https://doi.org/10.30868/ei.v14i03.8993

Roe, J., Mike, A., & Furze, L. (2024). Deepfakes and Higher Education : A Research Agenda and Scoping Review of Synthetic Media.

Software, T., Improving, O., Academic, P. C., Service, A., Ampel, S., Eliyana, A., & Sridadi, A. R. (n.d.). Implementing SWOT analysis in engineering education Implementing SWOT analysis in engineering education. 7–12. https://doi.org/10.1088/1757-899X/830/3/032066

Supriadi, D. (2025). Implementation of Artificial Intelligence Technology-Based Learning Media at SD Negeri Kotagede 1 Yogyakarta. 5(1), 51–56.

Suryadinata, Fatma, Nindiawati, A. M. I. (2025). Metode Ceramah Dalam Pendidikan Islam (Keuntungan dan Keterbatasannya). Jurnal Kolaboratif Sains, 8(6), 3458–3467. https://doi.org/10.56338/jks.v8i6.7674

Toan, H. T., Thi, N., Hang, T., Hai, T. T., Nguyen, P., & Ngu, H. (2025). Context-based learning in higher education 1992-2023 : trends and outstanding research areas from Scopus database. 14(5), 4050–4065. https://doi.org/10.11591/ijere.v14i5.33259

Vinhal, A. R., Federal, U., Odakura, V., Federal, U., & Ada, P. (2024). Peg . Ada : uncovering digital footprint ’ s career impact for girls.

Wen, J., Lee, Y., Xiang, L., Low, T., Ong, D. W., Bello, F., Chee, R., & Soh, C. (2025). An activity theory approach to analysing student learning of human anatomy using a 3D-printed model and a digital resource.

Xiao, X., Xie, Y., Zhao, X., Dai, X., Liang, F., Wang, W., & Zhang, X. (2025). The application effectiveness of the “ One Case to the End ” teaching model based on BOPPPS in pediatric nursing : a quasi ‑ experimental study. BMC Medical Education. https://doi.org/10.1186/s12909-025-07073-2

Zhang, H., Du, L., Luo, S., Xun, H., Yang, A., & Tang, Y. (2025). Unlocking EFL achievement through informal digital learning : the mediating roles of anxiety and enjoyment among school ‑ age students in the Chinese mainland.

Zhu, W. (2025). Research progress on multimedia intelligence computing. Scientia Sinica Informationis, 55(9), 2153–2164. https://doi.org/10.1360/SSI-2025-0091

Downloads

Published

2026-04-30

How to Cite

Zuhri, S. ., Hidayat, S. ., & Fadlullah, F. (2026). RECONSTRUCTION OF FARAID LEARNING THROUGH INTERACTIVE EDUCATIONAL GAMES: AN EXPERIMENTAL STUDY ON ISLAMIC HIGHER EDUCATION INSTITUTIONS (PTKI). International Journal of Economy, Education and Entrepreneurship (IJE3), 6(1), 126–139. https://doi.org/10.53067/ije3.v6i1.462