Roblox-Based Game-Based Learning Media for Fiqh Education: Development and Expert Validation Using the ADDIE Model

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DOI:

https://doi.org/10.32832/tadibuna.v15i3.23623

Keywords:

Game-Based Learning, Roblox, Learning Media, Fiqh Education, Islamic Education

Abstract

This study aims to develop Game-Based Learning (GBL) educational media using the Roblox platform as an alternative to conventional methods, which are often considered monotonous. The approach employed utilizes the Research and Development (R&D) method based on the ADDIE model, which includes the analyze, design, and development phases. The research findings indicate that students struggle to understand the material due to the use of methods lacking innovation, as well as student statements noting that learning is still dominated by conventional methods. The analysis phase is based on supporting research that has been conducted, revealing that students require more interactive and enjoyable learning media. The design phase involves compiling Fiqh material, designing the game flow, and creating a storyboard as the initial design for the media. Subsequently, in the development stage, the storyboard was implemented as a Game-Based Learning educational media using the Roblox platform via Roblox Studio. The product’s feasibility was tested through validation by material expert, media experts, and language experts using a 1–5 Likert scale questionnaire. The results of this study demonstrate concrete validation from the experts, with an average score of 4.40 for the content aspect, 4.80 for the media aspect, and 4.50 for the language aspect—all falling within the “Highly Feasible” category. The content validity test using Aiken’s V index yielded values of 0.850 for content, 0.950 for media, and 0.875 for language. The Percentage of Agreement (PoA) reliability test yielded a value of 97.73% for content, 100% for media, and 95.56% for language; these results indicate that the research instrument is valid and reliable.  Thus, the learning media on the Roblox platform can serve as an alternative solution for making Fiqh learning more enjoyable, thereby increasing students’ interest in learning.

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Published

2026-07-06

How to Cite

Riyadi, A., Syamsul, E. M., & Jamaludin, G. M. (2026). Roblox-Based Game-Based Learning Media for Fiqh Education: Development and Expert Validation Using the ADDIE Model. Ta’dibuna: Jurnal Pendidikan Islam, 15(3), 453–472. https://doi.org/10.32832/tadibuna.v15i3.23623

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