Pemanfaatan Platform Game Interaktif Berbasis Web dalam Pembelajaran Sejarah Kebudayaan Islam

This study examines the use of web-based interactive game platforms in the instruction of Islamic Cultural History (Sejarah Kebudayaan Islam/SKI) at MA Safinatul Huda, Jepara. The research employs a qualitative approach with a case study design. Data were collected through interviews, observations, and documentation, and subsequently analyzed thematically. This study involves informants consisting of Islamic Religious Education (PAI) teachers, the school principal, students, and parents/guardians at MA Safinatul Huda Sowan Kidul, Kedung, Jepara. The findings indicate that, based on the informants' experiences and perceptions, the use of web-based interactive game platforms is seen to support student engagement in the learning process, facilitate the understanding of course material, and encourage reflection on religious values. Nevertheless, these findings regarding understanding and attitudes represent the informants' perceptions rather than objective measurements of learning outcomes or behavioral changes. Consequently, this study provides a contextual overview of the informants' experiences with these platforms, without concluding that there has been any measurable improvement in learning outcomes or a definitive causal relationship.

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Publication Details

Journal
Jurnal Yudistira Publikasi Riset Ilmu Pendidikan dan Bahasa
Published
2026-10-27
DOI
https://doi.org/10.61132/yudistira.v4i4.3178
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Pemanfaatan Platform Game Interaktif Berbasis Web dalam Pembelajaran Sejarah Kebudayaan Islam

Siti Malaiha Dewi, Nadhirin Nadhirin, Muhammad Lutfi al Fatih
Jurnal Yudistira Publikasi Riset Ilmu Pendidikan dan Bahasa
Educational Games and Gamification
article

Pemanfaatan Platform Game Interaktif Berbasis Web dalam Pembelajaran Sejarah Kebudayaan Islam

Siti Malaiha Dewi, Nadhirin Nadhirin, Muhammad Lutfi al Fatih
article en

Abstract

This study examines the use of web-based interactive game platforms in the instruction of Islamic Cultural History (Sejarah Kebudayaan Islam/SKI) at MA Safinatul Huda, Jepara. The research employs a qualitative approach with a case study design. Data were collected through interviews, observations, and documentation, and subsequently analyzed thematically. This study involves informants consisting of Islamic Religious Education (PAI) teachers, the school principal, students, and parents/guardians at MA Safinatul Huda Sowan Kidul, Kedung, Jepara. The findings indicate that, based on the informants' experiences and perceptions, the use of web-based interactive game platforms is seen to support student engagement in the learning process, facilitate the understanding of course material, and encourage reflection on religious values. Nevertheless, these findings regarding understanding and attitudes represent the informants' perceptions rather than objective measurements of learning outcomes or behavioral changes. Consequently, this study provides a contextual overview of the informants' experiences with these platforms, without concluding that there has been any measurable improvement in learning outcomes or a definitive causal relationship.

Jurnal Yudistira Publikasi Riset Ilmu Pendidikan dan BahasaVol. 4(4)
IAIN Kudus (ID)
Quality education
Openalex Percentile: Top 5%
Educational Games and Gamification
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Pemanfaatan Platform Game Interaktif Berbasis Web dalam Pembelajaran Sejarah Kebudayaan Islam — Siti Malaiha Dewi, Nadhirin Nadhirin, et al. · Jurnal Yudistira Publikasi Riset Ilmu Pendidikan dan Bahasa (2026) | TGRS Research Map | TGRS