Survey analysis reveals 68.8% of students favor educational games for learning Hadith, suggesting a strong need for interactive resources.
The goal of this research is to look into the demand for creative educational games that would enable students at Ma'had at-Tarbiyah al-Islamiyah (MATRI), Perlis, learn Hadith 40 Imam Nawawi. As part of the research methodology, students were given questionnaires to fill out in order to obtain feedback on the use of interactive teaching tools such as board and card games. Additionally, two professionals validated the questionnaire. The data analysis focused on five important areas: the need for educational innovation, interest in educational games, the games' suitability for Hadith learning, their ease of use, and their ability to create collaboration. The findings revealed that the majority of students agreed that the learning of Hadith 40 Imam Nawawi requires innovation in teaching materials. A total of 62.5% of respondents agreed, and 37.5% strongly agreed, that interactive games can facilitate easier understanding of the Hadiths. Furthermore, a majority of students (68.8%) expressed interest in using card or board games as a method for learning Hadiths. The results also indicated that educational games could enhance students' motivation, attract their interest, and simplify their comprehension of Hadith content. In terms of game suitability, 62.5% of respondents agreed that Hadith 40 Imam Nawawi is appropriate to be adapted into card or board game formats. Regarding the aspect of ease of use, 75% of respondents agreed that clear and concise game instructions are crucial to ensuring effective learning. Additionally, 87.6% of students believed that educational games could promote collaboration among classmates through discussions and the sharing of views about the meanings of Hadiths. Overall, the findings indicate a need to develop educational game-based teaching materials for the learning of Hadith 40 Imam Nawawi. The use of such games has the potential to increase students’ interest, motivation, and understanding of Hadith content, while also encouraging social interaction and collaboration among students. Suggestions from students were also considered to improve the design and effectiveness of the games within the context of Hadith learning.
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Ahmad et al. (2025) studied this question.
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