Gamification in Fiqh Instruction at the Madrasah Level: Mitigating Student Learning Burnout through Digital Interactive Platforms

DOI: https://doi.org/10.33650/afkarina.v10i2.16297
Authors

(1) * Anggilika Rahmatullah   (Nurul Jadid University, East Java, Indonesia)  
        Indonesia
(2)  Andi Wulan Purnama   (Nurul Jadid University, East Java, Indonesia)  
        Indonesia
(*) Corresponding Author

Abstract


This study aims to explore in depth the implementation of a gamification approach using the Wordwall platform in Fiqh instruction and its role in addressing the phenomenon of student learning burnout at the madrasah level. Fiqh instruction, which is often characterized by a normative-textual orientation, tends to rely on conventional lecture-based methods that may trigger psychological fatigue, reduced engagement, and decreased intrinsic motivation among students. This study adopts an interpretive paradigm with a descriptive qualitative case study design to capture the organic dynamics of classroom interaction and the transformation of learning experiences through gamification. Data were collected through participatory observation, in-depth interviews with the Fiqh teacher, the madrasah principal, and eighth-grade students, as well as document analysis to triangulate findings. The data were analyzed using the interactive model of Miles, Huberman, and Saldaña, involving data condensation, data display, and conclusion drawing. The findings reveal that the integration of game elements such as points, levels, challenges, instant feedback, and visual rewards through the Wordwall platform significantly contributes to reducing students’ learning burnout. This approach enhances intrinsic motivation, fosters active participation, and alleviates academic stress. Furthermore, gamification transforms the classroom environment from a passive, teacher-centered, and text-dominated setting into a more dynamic, interactive, and student-centered learning space. The study underscores the potential of digital gamification as an innovative pedagogical strategy in Islamic education to create meaningful, engaging, and psychologically supportive learning experiences.



Keywords

Gamification; Fiqh Instruction; Learning Burnout; Wordwall Platform; Madrasah Education; Student Engagement; Digital Learning.



Full Text: PDF



References


Abuddar, & Muali, C. (2025). The Influence of Discovery Learning Strategy on Learning Engagement and Knowledge Construction in Asynchronous Online Learning. Al-Qodiri: Jurnal Pendidikan, 24(2). https://doi.org/10.53515/alqodiri.v24i2.67

Afiyah, N., Saputri, T., Afandi, M. D., Rahmania Aquariza, N., Nahdlatul, U., & Surabaya, U. (2025). Enhancing EFL/ESL Vocabulary Learning Through Wordwall-Based Gamification: A Systematic Review of Cognitive and Affective Outcomes in Educational Technology Research. https://doi.org/10.31851/tym34g70

Agus, R. (2023). Leadership Style in Islamic Primary Education. Jurnal Ilmiah Ilmu Pendidikan, 6(2), 115–128.

Andi Juan, F., Ama Ki, O., & Coryunitha Panis, I. (2025). Analysis of Wordwall-Based Gamification Design in Science Learning on Force and Motion Material. Indonesian Journal of Instructional Media and Models, 7(1). https://doi.org/10.32585/ijimm.v7i1.6503

Anwar, M. (2022). Islamic Leadership and Institutional Transformation. Journal of Islamic Management, 7(2), 101–115.

Bass, B. M., & Avolio, B. J. (1994). Improving Organizational Effectiveness Through Transformational Leadership. Sage Publications.

Coryunitha Panis, I., Ki’i, A., Juan, F. A., Lia, M., & Freitas, F. (2025). Gamification-Based Learning Design With Wordwall to Improve Learning Activities and Learning Outcomes. Journal of Education Technology, 9(2), 271–279. https://doi.org/10.23887/jet.v9i2.96543

Creswell, J. W., & Creswell, J. D. (2018). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (5th ed.). SAGE Publications.

Deming, W. E. (1986). Out of the Crisis. MIT Press.

Denhardt, J. V., & Denhardt, R. B. (2015). The New Public Service: Serving, Not Steering (4th ed.). Routledge. https://doi.org/10.4324/9781315699356

Evans, J. R., & Lindsay, W. M. (2020). Managing for Quality and Performance Excellence (11th ed.). Cengage Learning.

Fattah, N. (2013). Landasan Manajemen Pendidikan. Remaja Rosdakarya.

Fauzo, A. (2021). Quality Assurance in Higher Islamic Education. International Journal of Education, 6(1), 88–99.

Goetsch, D. L., & Davis, S. B. (2016). Quality Management for Organizational Excellence: Introduction to Total Quality (8th ed.). Pearson.

Hasan, M. (2021). Kepemimpinan Transformasional dalam Pendidikan Islam. Jurnal Pendidikan Islam, 10(2), 123–135. https://doi.org/10.18592/moe.v7i2.5431

Hidayah, N. (2024). Organizational Culture in Pesantren-Based Schools. Journal of Islamic Studies, 9(1), 55–70.

Kementerian Agama Republik Indonesia. (2022). Pedoman Pembangunan Zona Integritas Menuju WBK/WBBM.

Khozaini, F. (2023). Strategic Management in Islamic Institutions. International Journal of Educational Management, 12(3), 210–225.

Mani, S., & Mishra, M. (2021). Book Review, Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness. Rajagiri Management Journal, 15(1), 88–90. https://doi.org/10.1108/RAMJ-04-2021-071

Maslach, C., & Leiter, M. P. (2021). How to Measure Burnout Accurately and Ethically. Harvard Business Review, 7, 211–221.

Muh. Al Amin, Syam, N., & Juniarti Iryani. (2025). Effectiveness of Wordwall as a Gamification-Based Learning Medium in Enhancing Student Motivation and Learning Activities. Jurnal Pendidikan Fisika, 14(1), 53–68. https://doi.org/10.26618/bw3a7f07

Muhaimin. (2015). Pengembangan Kurikulum Pendidikan Agama Islam. Raja Grafindo Persada.

Muali, C., & Bakron Andre Setiawan, M. (2025). The Impact of Imagineering Learning With Inquiry-Based Learning Through Augmented Reality on Students' Academic Achievement and Digital Empathy. Journal of Education and Teaching (JET), 6(3), 566–583. https://doi.org/10.51454/jet.v6i3.600

Muali, C., & Karlina, L. (2025). The Effect of Microlearning Integration in Digital Platforms on Student Engagement: An Experimental Study in Higher Education. Journal of Education Technology, 9(1), 21–30. https://doi.org/10.23887/jet.v9i1.92613

Mulyasa, E. (2017). Manajemen Berbasis Sekolah. Remaja Rosdakarya.

Mundiri, A. (2022). Digital Transformation in Islamic Education Management. Journal of Islamic Education Studies, 8(1), 45–60.

Qiao, S., Yeung, S. S., Sze, S., Zainuddin, Z., Ng, D. T. K., & Chu, S. K. W. (2023). Examining the Effects of Mixed and Non-Digital Gamification on Students' Learning Performance, Cognitive Engagement, and Course Satisfaction. British Journal of Educational Technology, 54(1), 394–413. https://doi.org/10.1111/bjet.13249

Rachmawati, S., Rahmawati, I., Ernawati, S., & Wahjusaputri, S. (2025). Gamifying Science Education: How Wordwall-Integrated Joyful Learning Enhances Cognitive Outcomes and ARCS Motivation in Elementary School. Jurnal Penelitian Ilmu Pendidikan, 19(1), 13–22. https://doi.org/10.21831/jpip.v19i1.94567

Temel, T., & Cesur, K. (2024). The Effect of Gamification With Web 2.0 Tools on EFL Learners' Motivation and Academic Achievement in Online Learning Environments. SAGE Open, 14(2). https://doi.org/10.1177/21582440241247928


Dimensions, PlumX, and Google Scholar Metrics

10.33650/afkarina.v10i2.16297


Refbacks

  • There are currently no refbacks.


Copyright (c) 2025 Andi Wulan Purnama

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Afkarina: Jurnal Pendidikan Agama Islam

Published by The Lembaga Penerbitan, Penelitian, dan Pengabdian kepada Masyarakat (LP3M) of Nurul Jadid University, Probolinggo, East Java, Indonesia 

 


Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.