The Integration of Gamification and Digital Storytelling in Islamic Religious Education to Enhance Elementary Students’ Religious Literacy

Penulis

  • Azwar Rahmat Sekolah Tinggi Ilmu Ekonomi Syariah Nahdlatul Ulama Bengkulu
  • Yesi Purwaningatmaja Guru Sekolah Dasar Negeri 041 Bengkulu Utara

DOI:

https://doi.org/10.32832/at-tadib.v10i1.23187

Kata Kunci:

Gamification, Digital Storytelling, Islamic Religious Education, Religious Literacy, Elementary Education, Learning Innovation

Abstrak

This study aimed to examine the effectiveness of integrating gamification and digital storytelling in enhancing elementary students' religious literacy at SDN 124 Kota Bengkulu, Indonesia. The study employed a mixed-methods approach with a quasi-experimental one-group pretest–posttest design. A total of 46 fifth-grade students participated in the research. Quantitative data were collected through religious literacy tests administered before and after the instructional intervention, while qualitative data were obtained through classroom observations, semi-structured interviews, and documentation. Quantitative data were analyzed using descriptive and inferential statistics, including a paired-sample t-test, whereas qualitative data were analyzed using an interactive model involving data reduction, data display, and conclusion drawing. The findings revealed a statistically significant improvement in students' religious literacy after the implementation of the integrated instructional model. The mean score increased from 71.41 in the pre-test to 82.39 in the post-test, with the paired-sample t-test indicating a significant difference (t = 17.244, p < .001). Furthermore, the average normalized gain (N-Gain) score of 0.395 indicated a moderate level of instructional effectiveness. Qualitative findings further demonstrated that the integration of gamification and digital storytelling enhanced students' engagement, motivation, participation, collaboration, and the internalization of Islamic values through interactive learning experiences. The combination of game-based learning elements and digital narratives created a more meaningful and student-centered learning environment that facilitated both cognitive understanding and affective development. This study concludes that integrating gamification and digital storytelling is an innovative and effective pedagogical approach for strengthening religious literacy among elementary school students. The findings contribute to the growing body of research on technology-enhanced Islamic education and provide practical implications for developing engaging, value-oriented learning in the digital era.

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Diterbitkan

2026-04-30

Cara Mengutip

Rahmat, A., & Purwaningatmaja, Y. (2026). The Integration of Gamification and Digital Storytelling in Islamic Religious Education to Enhance Elementary Students’ Religious Literacy. ATTA`DIB, 10(1), 322–336. https://doi.org/10.32832/at-tadib.v10i1.23187

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