Enhancing Hajj Education through Interactive Multimedia Game-Based Learning

  • Mohd Shukor bin Abd Rahman Universiti Teknologi MARA
  • Alias bin Deraman Universiti Teknologi MARA
  • Haikal Haziem bin Zul Universiti Teknologi MARA
Keywords: Hajj board game, Game-based learning, pilgrimage

Abstract

The Hajj pilgrimage, a fundamental aspect of Islamic education, often lacks engaging educational tools to convey its experiential and cultural significance. However, traditional methods fail to bridge the gap between theoretical knowledge and practical understanding.  Therefore, this study presents the development and evaluation of the “Islamic Insight: Hajj Board Game,” an interactive 2D Game-Based Learning (GBL) tool designed to educate students about the Hajj pilgrimage. The game was developed using Agile methodology, incorporating Unity, Canva, and Microsoft Visual Studio tools. The primary objectives were to design a comprehensive storyboard, create the game, and evaluate user experience. The evaluation phase utilized the Game Experience Questionnaire (GEQ) to gather insights from 39 respondents. The GEQ results indicated a positive reception, with high ratings in competence (mean = 4.26) and immersion (mean = 3.85). Participants found the game engaging and educational, with positive affect scoring a mean of 3.35. However, the challenge aspect received a moderate rating (mean = 2.58), and the negative effect was low (mean = 2.18), suggesting minimal negative emotions during gameplay. Overall, the Hajj Board Game successfully provided an engaging and informative experience, enhancing students’ understanding of the Hajj pilgrimage. Future research should focus on improving accessibility and expanding the game to mobile platforms to reach a broader audience.

Downloads

Download data is not yet available.

References

Baboo, S., Kanna, Y., & Bennett, C. N. (2022). A Systematic Review on the Neuro-Cognitive Correlates of Game-Based Learning in Higher Education Learning Environments (pp. 58–77). https://doi.org/10.4018/978-1-7998-7271-9.ch004 DOI: https://doi.org/10.4018/978-1-7998-7271-9.ch004

Chen, P. Y., Hwang, G. J., Yeh, S. Y., Chen, Y. T., Chen, T. W., & Chien, C. H. (2021). Three decades of game-based learning in science and mathematics education: an integrated bibliometric analysis and systematic review. Journal of Computers in Education, 1-22.

Dahalan, F., Alias, N., & Shaharom, M. S. N. (2024). Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review. Education and Information Technologies, 29, 1279–1317. https://doi.org/10.1007/s10639-022-11548-w DOI: https://doi.org/10.1007/s10639-022-11548-w

Eltahir, M. E., Alsalhi, N. R., Al-Qatawneh, S., AlQudah, H. A., & Jaradat, M. (2021). The impact of game-based learning (GBL) on students’ motivation, engagement and academic performance in an Arabic language grammar course in higher education. Education and Information Technologies, 26(3), 3251–3278. https://doi.org/10.1007/s10639-020-10396-w DOI: https://doi.org/10.1007/s10639-020-10396-w

Farrer, J. (2023). Definition of Interactive Multimedia. Journal of Educational Technology, 15(2), 123-135.

Fischer, B., Peine, A., & Östlund, B. (2020). The Importance of User Involvement: A Systematic Review of Involving Older Users in Technology Design. The Gerontologist, 60(7), e513–e523. https://doi.org/10.1093/geront/gnz163 DOI: https://doi.org/10.1093/geront/gnz163

Gaddoury, M. A., & Armenian, H. K. (2024). Epidemiology of Hajj pilgrimage mortality: Analysis for potential intervention. Journal of Infection and Public Health, 17, 49-61. DOI: https://doi.org/10.1016/j.jiph.2023.05.021

Hartt, M., Hosseini, H., & Mostafapour, M. (2020). Game On: Exploring the Effectiveness of Game-based Learning. Planning Practice & Research, 35(5), 589–604. https://doi.org/10.1080/02697459.2020.1778859 DOI: https://doi.org/10.1080/02697459.2020.1778859

Hisey, F., Zhu, T., & He, Y. (2024). Use of interactive storytelling trailers to engage students in an online learning environment. Active Learning in Higher Education, 25(1), 151-166. DOI: https://doi.org/10.1177/14697874221107574

Irawan, D., Rahardjo, S., & Sarwanto, S. (2020). The Effectiveness of Interactive Multimedia in Improving Students’ Critical Thinking Skills in Science Learning. Journal of Educational Research and Evaluation, 24(2), 123-135.

Kumala, F. N., Ghufron, A., Astuti, P. P., Crismonika, M., Hudha, M. N., & Nita, C. I. R. (2021). MDLC model for developing multimedia e-learning on energy concepts for primary school students. Journal of Physics: Conference Series, 1869(1), 012068. https://doi.org/10.1088/1742-6596/1869/1/012068 DOI: https://doi.org/10.1088/1742-6596/1869/1/012068

Landis-Lewis, Z., Kononowech, J., Scott, W. J., Hogikyan, R. V., Carpenter, J. G., Periyakoil, V. S., Miller, S. C., Levy, C., Ersek, M., & Sales, A. (2020). Designing clinical practice feedback reports: three steps illustrated in Veterans Health Affairs long-term care facilities and programs. Implementation Science, 15(1), 7. https://doi.org/10.1186/s13012-019-0950-y DOI: https://doi.org/10.1186/s13012-019-0950-y

Latifah, M. S., Ma’arif, M. S., & Afyuddin, M. S. (2024). Pengembangan Media Pembelajaran Bahasa Arab Berbasis Android dengan Teori Pembelajaran Interaktif. Al-Wasil, 2(1). DOI: https://doi.org/10.30762/alwasil.v2i1.3540

Lutkevich, B., & Lewis, S. (2022). What is the waterfall model? - definition and guide. https://www.techtarget.com/searchsoftwarequality/definition/Waterfall-Model.

Maharani, P., & Asyhari, A. (2020). Construct 2 Interactive Multimedia for Temperature and Heat Topic: A Multimedia Development for Senior High School Learning. Indonesian Journal of Science and Mathematics Education, 3(3), 336–346. https://doi.org/10.24042/ijsme.v3i3.8673 DOI: https://doi.org/10.24042/ijsme.v3i3.8673

McGraw Hill Canada. (2023, April 30). Richard Mayer’s cognitive theory of multimedia learning.

Nikmah, B. H., Makrifah, I. A., Saifudin, A., No, B. J. M., & Kepanjenkidul, K. B. (2022). Developing Interactive Powerpoint Media to Teach Reading for 8th Grade students at MTs Ma'arif NU Gandusari. Briliant: Jurnal Riset dan Konseptual, 7(3), 565-575. DOI: https://doi.org/10.28926/briliant.v7i3.812

Nur, A., Rejekiningsih, T., Triyanto, T., & Rusnaini, R. (2020). Development of Interactive Multimedia Learning Courseware to Strengthen Students’ Character. European Journal of Educational Research, 9(3), 1267–1279. https://doi.org/10.12973/eu-jer.9.3.1267 DOI: https://doi.org/10.12973/eu-jer.9.3.1267

Pando Cerra, P., Fernández Álvarez, H., Busto Parra, B., & Iglesias Cordera, P. (2022a). Effects of Using Game-Based Learning to Improve the Academic Performance and Motivation in Engineering Studies. Journal of Educational Computing Research, 60(7), 1663–1687. https://doi.org/10.1177/07356331221074022

Pando Cerra, P., Fernández Álvarez, H., Busto Parra, B., & Iglesias Cordera, P. (2022b). Effects of Using Game-Based Learning to Improve the Academic Performance and Motivation in Engineering Studies. Journal of Educational Computing Research, 60(7), 1663–1687. https://doi.org/10.1177/07356331221074022 DOI: https://doi.org/10.1177/07356331221074022

Prauzner, T. (2020). Innovativeness of didactic practice in the field of current pedagogical knowledge. Society. Integration. Education. Proceedings of the International Scientific Conference, 2, 247. https://doi.org/10.17770/sie2020vol2.4823 DOI: https://doi.org/10.17770/sie2020vol2.4823

Pravitasari, S. G., & Yulianto, M. L. (2018). Penggunaan multimedia interaktif dalam pembelajaran bahasa Inggris (studi kasus di SDN 3 Tarubasan Klaten). Profesi Pendidikan Dasar, 1(1), 37. https://doi.org/10.23917/ppd.v1i1.3825 DOI: https://doi.org/10.23917/ppd.v1i1.3825

Saputra, A., Safitri, C. F. I., Fitriyani, F., Gulo, Y., & Desyani, T. (2021). Pengembangan aplikasi kasir menggunakan model waterfall. Jurnal Teknologi Sistem Informasi dan Aplikasi, 4(2), 86. https://doi.org/10.32493/jtsi.v4i2.10167 DOI: https://doi.org/10.32493/jtsi.v4i2.10167

Saputri, D. Y., Rukayah, R. R., & Indriayu, M. I. (2018). Integrating game-based interactive media as instructional media: Students’ response. Journal of Education and Learning (EduLearn), 12(4), 638–643. https://doi.org/10.11591/edulearn.v12i4.8290 DOI: https://doi.org/10.11591/edulearn.v12i4.8290

Septiani, V., Paidi, P., Syamsurizal, D. & Darussyamsu, R. (2020). Jigsaw as a community learning strategy: Improving students' social attitudes in digestive system material. JPBI (Jurnal Pendidikan Biologi Indonesia). 6. 10.22219/jpbi.v6i3.13630. DOI: https://doi.org/10.22219/jpbi.v6i3.13630

Shahul, H. E., Yusuf, Ahmed., Saleh, A. A. & Ziad, A. M. (2021). The Hajj pilgrimage during the COVID-19 pandemic in 2020: event hosting without the mass gathering. Journal of Travel Medicine, 28(2), 194. https://doi.org/10.1093/jtm/taaa194 DOI: https://doi.org/10.1093/jtm/taaa194

Syawaludin, A., Gunarhadi, & Rintayati, P. (2020). Development of augmented reality-based interactive multimedia to improve critical thinking skills in science learning. International Journal of Instruction, 13(4), 331-344. https://doi.org/10.29333/iji.2020.13421a DOI: https://doi.org/10.29333/iji.2019.12421a

Taub, M., Azevedo, R., Bradbury, A. E., & Mudrick, N. V. (2020). Self-regulation and reflection during game-based learning. In J. L. Plass, R. E. Mayer, & B. D. Homer (Eds.), Handbook of game-based learning (pp. 239–262). The MIT Press.

Xia, L., & Liu, S. (2021). An introduction to multimedia technology and enhanced learning. Mobile Networks and Applications, 26(1), 347–350. https://doi.org/10.1007/s11036-020-01682-5 DOI: https://doi.org/10.1007/s11036-020-01682-5

Published
2024-11-25
How to Cite
bin Abd Rahman, M. S., bin Deraman, A., & bin Zul, H. H. (2024). Enhancing Hajj Education through Interactive Multimedia Game-Based Learning. Information Management and Business Review, 16(4(S)I), 35-42. https://doi.org/10.22610/imbr.v16i4(S)I.4274
Section
Research Paper