A Gamified Narrative Board Game for Enhancing Engagement in Islamic Cultural History: An ADDIE-Based Development Study

Authors

DOI:

https://doi.org/10.35445/alishlah.v18i3.9829

Keywords:

narrative board game; gamification; Islamic Cultural History; game-based learning; instructional media

Abstract

Islamic Cultural History instruction in Indonesian Islamic schools remains predominantly teacher-centered, limiting students’ active participation, collaboration, and meaningful engagement with historical content. This study aimed to develop and evaluate the validity and preliminary practicality of a gamified narrative board game integrating historical narratives, collaborative learning, formative assessment, and gamification mechanics. This research employed a research and development approach using the ADDIE model. The product was validated by one instructional media expert and one Islamic Cultural History subject-matter expert. A limited field trial involved one teacher and 16 Grade XI students at an Islamic senior high school in Madiun, Indonesia. Data were collected through expert validation questionnaires, classroom observations, semi-structured interviews, and a 15-item student response questionnaire. Quantitative data were analyzed descriptively using percentage scores, while qualitative data were categorized and interpreted to complement the quantitative findings. Expert validation indicated high feasibility, with scores of 93.5% for media quality and 96.36% for content quality. The student response questionnaire yielded an overall score of 72.9%, categorized as good. Observations and interviews indicated positive patterns of participation, collaborative discussion, and classroom usability, while also identifying areas for further refinement. The findings suggest that the developed board game is feasible and demonstrates preliminary practicality for Islamic Cultural History instruction. However, these findings reflect validity and user responses rather than instructional effectiveness. Larger experimental studies are required to examine its effects on engagement, historical understanding, motivation, and learning outcomes.

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Published

2026-09-02

How to Cite

Pradana, R. M., Sulton, A., & Wathoni, K. (2026). A Gamified Narrative Board Game for Enhancing Engagement in Islamic Cultural History: An ADDIE-Based Development Study. AL-ISHLAH: Jurnal Pendidikan, 18(3), 3257–3275. https://doi.org/10.35445/alishlah.v18i3.9829

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