This study examines the use of web-based interactive game platforms in the instruction of Islamic Cultural History (Sejarah Kebudayaan Islam/SKI) at MA Safinatul Huda, Jepara. The research employs a qualitative approach with a case study design. Data were collected through interviews, observations, and documentation, and subsequently analyzed thematically. This study involves informants consisting of Islamic Religious Education (PAI) teachers, the school principal, students, and parents/guardians at MA Safinatul Huda Sowan Kidul, Kedung, Jepara. The findings indicate that, based on the informants' experiences and perceptions, the use of web-based interactive game platforms is seen to support student engagement in the learning process, facilitate the understanding of course material, and encourage reflection on religious values. Nevertheless, these findings regarding understanding and attitudes represent the informants' perceptions rather than objective measurements of learning outcomes or behavioral changes. Consequently, this study provides a contextual overview of the informants' experiences with these platforms, without concluding that there has been any measurable improvement in learning outcomes or a definitive causal relationship.
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Fatih et al. (2026) studied this question.
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