The Effect of a Digital Flipbook Integrated with Gamified Wordwall Assessments on Learning Motivation and Outcomes in Islamic Education

Authors

  • Miftah Hur Rahman Zh Darunnajah University, Jakarta, Indonesia
  • Maulana Paramaditya Ananta STKIP Al Hikmah Surabaya, Surabaya, Indonesia
  • Naufal Rifqi Nasution Universiti Utara Malaysia, Malaysia
  • Muhammad Arinal Haq University of Jordan, Jordan

Keywords:

Digital Flipbook, Wordwall, Learning Motivation, Learning Outcomes, Al-Quran Hadits, Educational Technology

Abstract

This study provides compelling empirical evidence for the effectiveness of integrating digital learning media with gamified assessment tools in the context of Islamic secondary education. Addressing a clear research gap regarding the combined impact of such technologies in Al-Quran Hadits instruction, the researchers employed a quasi-experimental design with 68 eleventh-grade students at MAN Kota Batu. The experimental group utilized a digital flipbook for content delivery, reinforced by a series of Wordwall-based gamified assessments, including quizzes and matching games. The control group, in contrast, received instruction through conventional textbooks. The study’s findings were statistically significant and robust. The experimental group exhibited substantially higher learning motivation, with a mean score of 82.47 compared to 71.35 in the control group, representing a large effect size. Furthermore, their learning outcomes were markedly superior, with a mean score of 84.56 versus 72.18, also demonstrating a very large effect size. A MANOVA analysis confirmed a significant multivariate effect, indicating that the treatment had a powerful positive influence on the combined dependent variables of motivation and achievement. These results suggest that the interactive and engaging nature of the digital flipbook, combined with the immediate feedback and game-like elements of Wordwall, creates a more stimulating and effective learning environment. The study offers crucial quantitative evidence for educators and policymakers in madrasahs, supporting the strategic integration of technology to enhance both student engagement and academic performance in religious studies.

References

[1] Abubakari, M. S. (2025). Adoption of digital technologies in Islamic education to foster a lifelong learning culture. In Multi-Industry Digitalization and Technological Governance in the AI Era (pp. 103–125). IGI Global.

[2] Achruh, A., Rapi, M., Rusdi, M., & Idris, R. (2024). Challenges and opportunities of artificial intelligence adoption in Islamic education. International Journal of Learning, Teaching and Educational Research, 23(11), 423–443.

[3] Alshammary, F. M., & Alhalafawy, W. S. (2023). Digital platforms and the improvement of learning outcomes: Evidence extracted from a meta-analysis. Sustainability, 15(2), 1305.

[4] Anwar, K., Saleh, A. S., Yusup, D. K., & Jahanifar, M. (2025). Faith meets technology: Navigating student satisfaction in Indonesia’s Islamic higher education online learning. Jurnal Ilmiah Ilmu Terapan Universitas Jambi, 9(2), 695–708.

[5] Asy’arie, M., Setiadi, R., & Firdaus, A. (2024). Islamic education policies in the digital era: Critical thinking, digital literacy, and student creativity. Journal of Islamic Education Policy, 8(3), 145–162.

[6] Astuti, R. F., Susanti, E., Yusnaldi, E., Arsyad, J., & Setyawan, A. (2024). How much is character education correlated with learning outcomes of Islamic religious education students in Indonesia. BIO Web of Conferences, 146, 01087.

[7] Campbell, D. T., & Stanley, J. C. (1963). Experimental and quasi-experimental designs for research. Houghton Mifflin.

[8] Chen, C. H., Liu, G. Z., & Hwang, G. J. (2023). Effects of gamified interactive e-books on learning achievements and motivation. Frontiers in Psychology, 14, 1236297.

[9] Clark, R. C., & Mayer, R. E. (2024). e-Learning and the science of instruction (5th ed.). Wiley.

[10] Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). SAGE.

[11] Damayanti, R., Suryadi, D., & Mulyati, T. (2025). Digital challenges in Islamic education: Teacher skills and technology guidance. Indonesian Journal of Islamic Education, 12(1), 78–95.

[12] Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Proceedings of the 15th International Academic MindTrek Conference, 9–15.

[13] Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004). School engagement: Potential of the concept, state of the evidence. Review of Educational Research, 74(1), 59–109.

[14] George, D., & Mallery, P. (2020). IBM SPSS statistics 26 step by step (16th ed.). Routledge.

[15] Hajri, M. (2023). Blended learning in Islamic education: Overcoming limited access to educational resources. International Journal of Islamic Education Technology, 5(2), 112–128.

[16] Hamdanah, H., Rusmaniah, R., Rajiani, I., & Muslimah, M. (2024). Continuance intention of digital education in traditional Indonesian higher education. Journal of Infrastructure, Policy and Development, 8(5), 3596.

[17] Hayati, A. N., Sidik, A. S., Cofia, N. S. I., & Aeni, A. N. (2025). Development of a flipbook of cergam siwak in Islamic education. MASALIQ, 5(3).

[18] Hernández-Ramos, J. P., García-Valcárcel, A., & Tejedor-Tejedor, F. J. (2024). Use of interactive technologies to increase motivation in university online courses. Education Sciences, 14(12), 1406.

[19] Ismail, I., Parinduri, M. A., & Ibarra, F. P. (2025). Strengthening the ideology of Islamic religious education in the era of technological disruption. Jurnal Ilmiah Ilmu Terapan Universitas Jambi, 9(2), 465–473.

[20] Khasanah, S. N., & Majid, A. A. (2025). Deep learning based flipbook media to improve descriptive text learning. Jurnal Paedagogy, 12(4), 1131–1142.

[21] Kurniasih, D. D., Zh, M. H. R., Ayunisa, D. A., Maryono, Mustofa, K., & Siswanto. (2025). Analysis of awareness and confidence in learning outcomes with students’ academic motivation: SEM approach. In Jurnal Inovasi Teknologi Pendidikan (Vol. 12, Issue 1, pp. 58–67). Program Pascasarjana Universitas Negeri Yogyakarta. https://journal.uny.ac.id/index.php/jitp/article/view/76652

[22] Kuswandi, D., Fadhli, M., Zh, M. H. R., Haditia, M., Sinaga, M. N. A., Thaariq, Z. Z. A., & Ardiansyah, A. (2025). Implementation of personalized approach in video editing learning to improve digital competency of 21st century learners.

[23] Landers, R. N., Armstrong, M. B., & Collmus, A. B. (2022). How to use game elements to enhance learning. In Simulation and Gaming in the Network Society (pp. 65–80). Springer.

[24] Listanto, V., Arlinwibowo, J., et al. (2025). Which is better: E-books or printed books? A meta-analysis. International Review of Research in Open and Distributed Learning, 26(3), 170–192.

[25] Mashudi, M., & Hilman, C. (2024). Digital-based Islamic religious education: Enhancing student engagement and spiritual understanding. Journal of Islamic Education Innovation, 7(2), 45–63.

[26] Mayer, R. E. (2021). Multimedia learning (3rd ed.). Cambridge University Press.

[27] Mayer, R. E. (2024). The past, present, and future of the cognitive theory of multimedia learning. Educational Psychology Review, 36(1), 8.

[28] Meilyawati, Y., Bektiarso, S., & Imsiyah, N. (2025). Effect of PBL assisted by flipbook media on learning outcomes and critical thinking. International Journal of Current Science Research and Review, 8(9), 4586–4591.

[29] Ministry of Education, Culture, Research, and Technology. (2022). Keputusan Menteri Pendidikan No. 56 Tahun 2022 tentang Kurikulum Merdeka. Kemendikbudristek.

[30] Munandar, A., et al. (2024). Menggali kreativitas guru PAI dalam era digital: Studi kasus di Madrasah Aliyah Laboratorium Jambi. Jurnal Penelitian Inovatif, 4(4), 2173–2180.

[31] Noetel, M., Griffith, S., et al. (2022). Multimedia design for learning: An overview of reviews with meta-meta-analysis. Review of Educational Research, 92(3), 413–454.

[32] Pintrich, P. R., Smith, D. A. F., Garcia, T., & McKeachie, W. J. (1991). A manual for the use of the MSLQ. University of Michigan.

[33] Purnomo, P. E. A., Agustini, K., & Sudatha, I. G. W. (2024). Peran flipbook sebagai media pembelajaran inovatif dalam pembelajaran abad 21. Jurnal Riset Dan Inovasi Pembelajaran, 4(3), 2001–2015.

[34] Putra, A. D., Yulianti, D., & Fitriawan, H. (2023). Pengembangan bahan ajar berbasis flipbook digital. Jurnal Pendidikan Teknologi, 6(2), 88–102.

[35] Rulitawati, R., & Sriyanti, I. (2025). Technology-based Islamic education innovation strategies. Journal of Islamic Education Innovation, 8(1), 34–52.

[36] Ryan, R. M., & Deci, E. L. (2017). Self-determination theory: Basic psychological needs in motivation, development, and wellness. Guilford Press.

[37] Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective. Contemporary Educational Psychology, 61, 101860.

[38] Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112.

[39] Shadish, W. R., Cook, T. D., & Campbell, D. T. (2002). Experimental and quasi-experimental designs for generalized causal inference. Houghton Mifflin.

[40] Strelan, P., Osborn, A., & Palmer, E. (2020). The flipped classroom: A meta-analysis of effects on student performance. Educational Research Review, 30, 100314.

[41] Usman, H., Lestari, I., et al. (2024). Flipbooks and e-learning for teaching English. Studies in English Language and Education, 11(2), 919–935.

[42] Wigfield, A., & Eccles, J. S. (2020). 35 years of research on students’ subjective task values and motivation. Advances in Motivation Science, 7, 161–198.

[43] Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. W. (2020). The role of gamified e-quizzes on student learning and engagement. Computers & Education, 145, 103729.

[44] Zuniar, M., Rahmadani, M., Hapsyari, S., & Aeni, A. (2025). Pengembangan flipbook digital “FIKIR” tentang keteladanan Rasulullah SAW. YASIN, 5(4), 2707–2724.

[45] Zh, M. H. R., Ardiansyah, A., Dewi, M. S., & Nikmatullah, F. (2022). Analisis Respon Siswa dan Guru terhadap Pengembangan Media Pembelajaran Flipbook Online pada Pelajaran Al-qur’an Hadist di Madrasah Aliyah Negeri (Man) Kota Batu. Jurnal Literasiologi, 8(2), 556619.

[46] Zh, M. H. R., Sani, N. L., Kuswandi, D., & Fadhli, M. (2024). Needs analysis of development fbo media as a support for blended learning in al-qur’an hadits lesson. Jurnal Pendidikan Agama Islam Al-Thariqah, 9(1), 16–32.

[47] Zh, M. H. R., Thaariq, Z. Z. A., & Ardiansyah, A. (2024). Mobile Learning: Future Learning Technologies for Islamic Formal Education (A Literature Study). Proceedings of International Conference on Education, 2(1), 370–377.

Downloads

Published

2025-12-31

How to Cite

Zh, M. H. R., Maulana Paramaditya Ananta, Naufal Rifqi Nasution, & Muhammad Arinal Haq. (2025). The Effect of a Digital Flipbook Integrated with Gamified Wordwall Assessments on Learning Motivation and Outcomes in Islamic Education. International Journal of Learning and Education, 1(2), 95–105. Retrieved from https://najahajournal.najahaofficial.id/index.php/IJLE/article/view/300

Similar Articles

1 2 > >> 

You may also start an advanced similarity search for this article.