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Pembangunan e-gamifikasi Minecraft bagi kursus falsafah Islam: Satu kajian keperluan berdasarkan kepada pandangan pakar
Journal
‘Abqari Journal
ISSN
2504-8422
Date Issued
2025-10-31
DOI
10.33102/abqari.vol32no2.663
Abstract
<jats:p>Lonjakan 9 dalam Pelan Tindakan Pendidikan Tinggi Malaysia 2022-2025 menjelaskan tentang kepentingan pembelajaran dalam talian dan juga penggunaan teknologi yang terkini. E-gamifikasi merupakan salah satu kaedah yang selari dengan keperluan pembelajaran atas talian dan juga menepati saranan penggunaan teknologi terkini tersebut. Oleh itu, kajian ini membincangkan tentang keperluan pembangunan e-gamifikasi bagi kursus Falsafah Islam dengan menggunakan platform permainan Minecraft. Fokus utama kajian adalah untuk menilai pandangan pakar iaitu ahli akademik dalam bidang falsafah dan pemikiran Islam terhadap penggunaan elemen gamifikasi dalam konteks pengajaran dan pembelajaran kursus tersebut. Metodologi kajian ini melibatkan pendekatan kualitatif dengan menggunakan kaedah temu bual bersama pakar. Data temu bual pakar akan dianalisis secara tematik dengan menggunakan perisian Atlas.ti. Tema kajian telah dibina berdasarkan kepada objektif dan persoalan kajian iaitu tentang keperluan, cabaran, dan manfaat berkaitan dengan pembangunan e-gamifikasi Minecraft bagi kursus falsafah Islam. Hasil kajian mendapati bahawa terdapat keperluan pengunaan teknologi seperti penggunaan kaedah e-gamifikasi dalam pengajaran kursus Falsafah Islam. Ini kerana e-gamifikasi dapat menjadi alat yang efisien untuk meningkatkan minat dan pemahaman pelajar terhadap kandungan kursus. Namun, terdapat cabaran penggunaan e-gamifikasi Minecraft dalam kursus Falsafah Islam pada aspek kandungan, teknikal dan konsep seperti penggambaran istilah abstrak falsafah di dalam dunia Minecraft. Hasil kajian diharapkan dapat memberikan pandangan tentang kepentingan gamifikasi dalam meningkatkan keberkesanan pengajaran dan pembelajaran Falsafah Islam. Kajian ini juga secara tidak langsung memberikan sumbangan kepada pemahaman tentang strategi pembelajaran inovatif dalam konteks pendidikan Islam.
Ninth leap in the Malaysian Higher Education Action Plan 2022-2025 outlines the importance of online learning and the use of the latest technology. E-gamification is one of the methods that is in line with the needs of online learning and meets the recommendations of using the latest technology. Therefore, this study discusses the need for e-gamification development for the Islamic Philosophy course using the Minecraft game platform. The focus of the study is to evaluate the views of experts, namely academics in the field of Islamic philosophy and thought, on the use of gamification elements in the context of the teaching and learning of the course. The methodology of this study involves a qualitative approach by using interview methods with experts. The expert interview data will be analyzed thematically using Atlas.ti software. The research theme has been built based on the objectives and research questions which are about the needs, challenges, and benefits related to the development of Minecraft e-gamification for Islamic philosophy courses. The results of the study found that there is a need for the use of technology such as the use of e-gamification methods in the teaching of Islamic Philosophy courses. This is because e-gamification can be an efficient tool to increase students’ interest and understanding of course content. However, there are challenges in the use of Minecraft e-gamification in the Islamic Philosophy course in term of its content, technical and conceptual aspects such as the depiction of philosophical abstract terms in the world of Minecraft. The results of the study are expected to provide insight into the importance of gamification in improving the effectiveness of teaching and learning Islamic Philosophy. This study also indirectly contributes to the understanding of innovative learning strategies in the context of Islamic education.</jats:p>
Ninth leap in the Malaysian Higher Education Action Plan 2022-2025 outlines the importance of online learning and the use of the latest technology. E-gamification is one of the methods that is in line with the needs of online learning and meets the recommendations of using the latest technology. Therefore, this study discusses the need for e-gamification development for the Islamic Philosophy course using the Minecraft game platform. The focus of the study is to evaluate the views of experts, namely academics in the field of Islamic philosophy and thought, on the use of gamification elements in the context of the teaching and learning of the course. The methodology of this study involves a qualitative approach by using interview methods with experts. The expert interview data will be analyzed thematically using Atlas.ti software. The research theme has been built based on the objectives and research questions which are about the needs, challenges, and benefits related to the development of Minecraft e-gamification for Islamic philosophy courses. The results of the study found that there is a need for the use of technology such as the use of e-gamification methods in the teaching of Islamic Philosophy courses. This is because e-gamification can be an efficient tool to increase students’ interest and understanding of course content. However, there are challenges in the use of Minecraft e-gamification in the Islamic Philosophy course in term of its content, technical and conceptual aspects such as the depiction of philosophical abstract terms in the world of Minecraft. The results of the study are expected to provide insight into the importance of gamification in improving the effectiveness of teaching and learning Islamic Philosophy. This study also indirectly contributes to the understanding of innovative learning strategies in the context of Islamic education.</jats:p>
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Pembangunan e-gamifikasi Minecraft bagi kursus falsafah Islam Satu kajian keperluan berdasarkan kepada pandangan pakar.pdf
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