Abu Hassan, Muhammad Ikram and Husen Ismail, Faisal and Abd Rahman, Siti Fatimah and Arifin, Abdul Gafur and Tunku Ahmad, Tunku Badariah and Ismail, Halim and Zainuddin, Nurkhamimi and UNSPECIFIED (2025) Bridging 7th-century Islamic pedagogy and modern gamification: culturally responsive design for digital education. Journal of Advanced Research in Social and Behavioural Sciences, 40 (1). pp. 72-86. ISSN 2462-1951
|
PDF
- Published Version
Restricted to Registered users only Download (2MB) | Request a copy |
Abstract
While gamification has emerged as a transformative tool in digital education, its designs often prioritize universal mechanics over culturally adaptive strategies, limiting engagement in non-Western contexts. This study addresses this gap by analyzing 7th-century Islamic pedagogical practices of Prophet Muhammad (PBUH) Targhib wa Tarhib (balanced reward/deterrence), Qasas (narrative storytelling), and Halaqat (community learning) as foundations for culturally responsive gamification. Through thematic codingof classical texts (Hadith, Sirah), case studies of the Kuttab system, Al-Qarawiyyin University, the gamified app QuranQuest, interviews with Islamic scholars and gamification designers, the research demonstrates how Prophetic strategies align with gamification principles: QuranQuest’s Sadaqah Points (virtual rewards redeemable for charity donations) increased daily engagement by 40%, while Al-Qarawiyyin’s debate-centric “quests” achieved 92% student satisfaction by merging collaborative competition with progressive mastery. The study proposes actionable gamification insights, including integrating intrinsic rewards (e.g., spiritual/cultural pride) to complement extrinsic mechanics, embedding culturally resonant narratives into story-driven modules, and designing virtual Halaqat (learning circles) to foster peer accountability. By translating Prophetic pedagogical wisdom into gamified solutions, this work advances a culturally adaptive paradigm for digital education, aligning with global calls to bridge historical traditions and modern innovation.
| Item Type: | Article (Journal) |
|---|---|
| Uncontrolled Keywords: | Gamification, Culturally Responsive Design, Islamic Pedagogy, Digital Education, Narrative Learning. |
| Subjects: | BPL Islamic education L Education > L Education (General) L Education > LC Special aspects of education > LC905 Islamic Education T Technology > T Technology (General) |
| Kulliyyahs/Centres/Divisions/Institutes (Can select more than one option. Press CONTROL button): | Kulliyyah of Education > Department of Curriculum & Instruction Kulliyyah of Education |
| Depositing User: | Dr. Muhammad Ikram Abu Hassan |
| Date Deposited: | 23 Oct 2025 09:48 |
| Last Modified: | 23 Oct 2025 09:48 |
| URI: | http://irep.iium.edu.my/id/eprint/123824 |
Actions (login required)
![]() |
View Item |

Download Statistics
Download Statistics