Systematic Literature Review: Gamification in Educational Media for Islamic Schools (2015-2025)

  • Fajerin Biabdillah Poilteknik Negeri Samarinda
  • Muhammad Tajuddin Universitas Islam Negeri Alauddin Makassar
  • Muhammad Awaluddin A. Universitas Islam Negeri Alauddin Makassar
  • Jauharatul Maknuniah Al-Azhar University
  • Dwi Titi Maesaroh Poilteknik Negeri Samarinda
Keywords: Gamification, Education, Educational Media, Islamic School, Systematic Literature Review

Abstract

This systematic literature review synthesizes research on gamification in educational media for Islamic education conducted between 2015 and 2025. Using PRISMA guidelines, 32 peer-reviewed studies were selected from 112 records, comprising 14 quantitative studies (including 6 quasi-experimental and 2 controlled designs), 11 qualitative or design-based studies, and 7 review or mixed-method studies. Most research was conducted in Islamic primary and secondary schools, with limited evidence from Islamic higher-education institutions. Overall, the majority of studies report increased student engagement and learning motivation following the integration of gamification elements such as points, badges, leaderboards, levels, and interactive quizzes. Evidence on academic and religious learning outcomes is more mixed: several experimental studies show moderate improvements in test scores, Quranic literacy, or language learning, while others report no significant gains beyond motivation. Gamification implementations are largely mechanics-driven and commonly supported by instructional design models such as ADDIE, with few frameworks explicitly tailored to Islamic educational values. Recurring challenges include limited digital infrastructure, insufficient teacher training, curriculum alignment constraints, and concerns regarding cultural and religious appropriateness. The review concludes that gamification is effective for enhancing engagement in Islamic education, but its impact on learning outcomes remains context-dependent.

References

Ahmad, M., & Alwadai, M. (2019). Islamic Teachers’ Perceptions of Using Gamification in Saudi Arabian Elementary Schools. Advances in Social Sciences Research Journal, 6(8), 197–209.

Al-Ghifari, D., Koderi, Jatmiko, A., & Mustofa, I. (2024). Literature Review of The use of Islamic Educational Games to Increase Interest in Learning and Understanding Islamic Teachings in Children. Jurnal Multidisiplin Indonesia, 3(7).

Anwar, M., & Inayati, N. (2025). Gamification Of Islamic Education: Exploring The Role Of Wordwalls In Increasing Student Participation In Learning The Qur’an And Hadith. Fikroh: Jurnal Pemikiran Dan Pendidikan Islam, 18. https://doi.org/10.37812/fikroh.v18i2.1898

Attarwiyah, N. M., Rizqiyatul, I., & Jennah, S. N. (2025). Bridging Tradition and Technology: Gamification in Modern Islamic Boarding Schools. Journal of Social Studies and Education, 3(1), 28–41.

Azzudy, M. S., Arifin, S., & Ishari, N. (2025). Gamification of Iqra’ to Strengthen Religious Literacy of Migrant Children. Academia Open, 10(2).

Basir, A., Tamjidnor, T., Suraijiah, S., Karoso, S., Saidi, S., & Sholihah, M. (2024). Enhancing Qur’an Reading Proficiency in Madrasahs Through Teaching Strategies. Nazhruna: Jurnal Pendidikan Islam, 7(2), 373–389. https://doi.org/10.31538/nzh.v7i2.4985

Diaz, A. F., & Estoque-Loñez, H. (2024). A Meta-Analysis on the Effectiveness of Gamification on Student Learning Achievement. International Journal of Education in Mathematics, Science, and Technology (IJEMST), 12(5), 1236–1253.

Diyaurrahman, R. N. F., Laila, A., Mukmin, B. A., Baharudin, B., & Dharin, A. (2025). Enhancing Cultural Literacy: Developing the Tombak Kiai Folklore Book for Elementary Students. AL-ISHLAH: Jurnal Pendidikan, 17(1), 1136–1148. https://doi.org/10.35445/alishlah.v17i1.6694

Fathian, M., Sharifi, H., Nasirzadeh, E., Dyer, R., & Omar, K. (2021). Towards a comprehensive methodology for applying enterprise gamification. Decision Science Letters, 10, 277–290. https://doi.org/10.5267/j.dsl.2021.3.002

Fazar, F., Supriadi, U., & Anwar, S. (2025). Development of Islamic Mobile Learning for Indonesian High Schools: Bridging Traditional and Digital Education through an Android-Based Platform. Mimbar Agama Budaya, 42, 54–75. https://doi.org/10.15408/mimbar.v42i1.46419

Ferdiansyah, H., Rafi, M., Utama, A., Aprilia, T., & Slamet, J. (2025). Assessing learning outcomes and self-directed learning through gamification in LMS. Social Sciences & Humanities Open, 12, 101696. https://doi.org/10.1016/j.ssaho.2025.101696

Hasan, F. (2024). Menjembatani Perbedaan Agama Melalui Pendidikan: Studi tentang Guru Kristen yang Mengajar Pendidikan Agama Islam di Sulawesi Utara. Transformasi, 6(2), 60–82.

Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., & Li, J. (2020). The impact of gamification in educational settings on student learning outcomes: A meta-analysis. Educational Technology Research and Development, 68(4), 1875–1901. https://doi.org/10.1007/s11423-020-09807-z

Mahardikha, S. K., Yusuf, M., & Musdad, A. A. (2023). The Utilization of Gamification of Hijaiyyah Letters as an Effort to Improve the Reading Ability of Elementary School Students. 4th International Conference on Progressive Education 2022 (ICOPE 2022), 604–615. https://doi.org/10.2991/978-2-38476-060-2_55

Masrukin, A. (2025). Enhancing Learning Outcomes Through Educational Games in Islamic Cultural History at MI Roudlatul Huda Bibrik Jiwan Madiun. English Language and Literature in Education Journal, 3(1), 58–74. https://doi.org/10.63011/3jtznq06

Mee Mee, R. W., Shahdan, T. S. T., Ismail, M. R., Ghani, K. A., Pek, L. S., Von, W. Y., Woo, A., & Rao, Y. S. (2020). Role of Gamification in Classroom Teaching: Pre-Service Teachers’ View. International Journal of Evaluation and Research in Education, 9(3), 684–690.

Mukhlis, M. (2023). Implementation of The Iqra Method in Teaching Early Childhood Quran Reading. AL JAMI: Jurnal Ilmiah Keagamaan, Pendidikan Dan Dakwah, 19(1), 48–62.

Najib, A. F. R., Setiyadi, A. C., Mahmudi, I., & Muhyiddin, L. (2025). Wordwall Game as an Interactive Medium in Arabic Vocabulary Acquisition for Novice Learners. Jurnal Al Bayan: Jurnal Jurusan Pendidikan Bahasa Arab, 17(2). https://doi.org/10.24042/ewqxn123

Pratama, A. B., & Azhari, M. F. (2020). Designing a Mobile Application Based on Gamification Method to Increase Muslims Reading Interest. Khalifa: Journal of Islamic Education, 4(1).

Putri, T., & Nasution, S. (2025). Gamified Digital Tools in Arabic Language Instruction: The Case of Froggy Jumps in an Indonesian Secondary Islamic School. Alibbaa’: Jurnal Pendidikan Bahasa Arab, 6, 412–427. https://doi.org/10.19105/ajpba.v6i2.21379

Rahman, A. A., Sahrir, M. S., Zainuddin, N., & Khafidz, H. A. (2018). An evaluation of Global Zakat Game (GZG) as edutainment board game in enhancing Zakat education in Malaysia. Educational Research and Reviews, 13(5).

Sakdiah, Hayati, Mahmud, S., & Furqan, M. (2025). Gamification in Islamic Religious Education: Developing Interactive Learning Media via Quizizz with the Addie Model. Edukasi: Jurnal Pendidikan Dan Pengajaran, 12(1), 187–207. https://doi.org/10.19109/d48tv716

Zulkefli, M., & Asyraf. (2024). Advancing Islamic Education with Game-Based Learning: Principles, Effects, And Implementation Obstacles. Journal of Islamic Education, 10, 1–12. https://doi.org/10.22452/jier.vol10no1.1

Published
2025-12-31
Section
Articles