ANALISIS SELIDIK KEPERLUAN INOVASI PERMAINAN PENDIDIKAN BERKAITAN PEMBELAJARAN HADIS 40 IMAM NAWAWI

SURVEY ANALYSIS ON THE NEED FOR INNOVATIVE EDUCATIONAL GAMES RELATED TO THE LEARNING OF THE 40 HADITH OF IMAM NAWAWI

Authors

  • Muhammad Anwar Ahmad Abdulhamid Abusulayman Kulliyyah of Islamic Revealed Knowledge and Human Sciences, Selangor, MALAYSIA
  • Muhammad Nur Farhan Zamziba PhD Student, International Institute of Islamic Thought and Civilization (ISTAC-IIUM), Selangor, MALAYSIA
  • Hishomudin Ahmad Fakulti Pengajian Bahasa Utama, Universiti Sains Islam Malaysia, Negeri Sembilan, MALAYSIA
  • Ku Mohd Syarbaini Ku Yaacob Jabatan Bahasa Arab, Fakulti Pengajian Islam, Universiti Islam Antarabangsa Tuanku Syed Sirajuddin, Perlis, MALAYSIA
  • Rauzatul Jannah Postgraduate in Arabic Education, UIN Maulana Malik Ibrahim Malang, Indonesia; and STIT Darussalam Lhokseumawe, Lhokseumawe, INDONESIA

DOI:

https://doi.org/10.35631/IJMOE.725006

Keywords:

Analisis (Analysis), Hadis 40 (Hadith 40), Imam Nawawi, Ma'had at-Tarbiyah al-Islamiyah

Abstract

Kajian ini bertujuan untuk menganalisis keperluan inovasi permainan pendidikan berkaitan pembelajaran Hadis 40 Imam Nawawi dalam kalangan pelajar di Ma'had at-Tarbiyah al-Islamiyah (MATRI), Perlis. Pendekatan penyelidikan ini melibatkan pengumpulan data melalui soal selidik yang diedarkan kepada pelajar bagi mendapatkan pandangan mereka terhadap penggunaan bahan pengajaran berbentuk permainan interaktif seperti kad dan papan permainan. Di samping itu, soal selidik ini telah disahkan dua orang pakar. Analisis data tertumpu kepada lima aspek utama, iaitu keperluan inovasi pendidikan, minat terhadap permainan pendidikan, kesesuaian permainan untuk pembelajaran Hadis, kemudahan penggunaan permainan, dan keberkesanan permainan dalam menggalakkan kerjasama. Dapatan kajian menunjukkan bahawa majoriti pelajar bersetuju bahawa pembelajaran Hadis 40 Imam Nawawi memerlukan inovasi dalam bahan pengajaran. Sebanyak 62.5% responden bersetuju dan 37.5% sangat bersetuju bahawa permainan interaktif dapat membantu memahami hadis dengan lebih mudah. Selain itu, majoriti pelajar (68.8%) menyatakan minat untuk menggunakan permainan kad atau papan permainan sebagai kaedah pembelajaran Hadis. Keputusan turut menunjukkan bahawa permainan pendidikan dapat meningkatkan motivasi pelajar, menarik minat mereka, dan mempermudah pemahaman terhadap isi kandungan Hadis. Dari segi kesesuaian permainan, 62.5% responden bersetuju bahawa Hadis 40 Imam Nawawi sesuai diterapkan dalam bentuk permainan kad atau papan permainan. Bagi aspek kemudahan penggunaan, 75% responden bersetuju bahawa arahan permainan yang jelas dan ringkas adalah penting untuk memastikan keberkesanan pembelajaran. Selain itu, 87.6% pelajar percaya bahawa permainan pendidikan dapat menggalakkan kerjasama antara rakan sekelas melalui perbincangan dan perkongsian pandangan mengenai maksud Hadis. Secara keseluruhannya, hasil kajian ini menunjukkan bahawa terdapat keperluan untuk membangunkan bahan pengajaran berbentuk permainan pendidikan bagi pembelajaran Hadis 40 Imam Nawawi. Penggunaan permainan ini berpotensi meningkatkan minat, motivasi, dan pemahaman pelajar terhadap kandungan Hadis, di samping menggalakkan interaksi sosial serta kerjasama dalam kalangan pelajar. Cadangan daripada pelajar turut diambil kira untuk menambah baik reka bentuk dan keberkesanan permainan tersebut dalam konteks pembelajaran Hadis.

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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Published

05-06-2025

How to Cite

Muhammad Anwar Ahmad, Muhammad Nur Farhan Zamziba, Hishomudin Ahmad, Ku Mohd Syarbaini Ku Yaacob, & Rauzatul Jannah. (2025). ANALISIS SELIDIK KEPERLUAN INOVASI PERMAINAN PENDIDIKAN BERKAITAN PEMBELAJARAN HADIS 40 IMAM NAWAWI: SURVEY ANALYSIS ON THE NEED FOR INNOVATIVE EDUCATIONAL GAMES RELATED TO THE LEARNING OF THE 40 HADITH OF IMAM NAWAWI. INTERNATIONAL JOURNAL OF MODERN EDUCATION (IJMOE), 7(25). https://doi.org/10.35631/IJMOE.725006