Bridging 7th-Century Islamic Pedagogy and Modern Gamification: Culturally Responsive Design for Digital Education

Authors

  • Muhammad Ikram Abu Hassan Department of Curriculum and Instruction, Kulliyyah of Education, IIUM, Gombak 53100, Kuala Lumpur Malaysia
  • Faisal Husen Ismail School of Humanities, University Sains Malaysia ,11800 USM, Pulau Pinang
  • Siti Fatimah Abd. Rahman Department of Language and Literacy, Kulliyyah of Education, IIUM, Gombak 53100, Kuala Lumpur Malaysia
  • Abdul Gafur Arifin Department of Curriculum and Instruction, Kulliyyah of Education, IIUM, Gombak 53100, Kuala Lumpur Malaysia
  • Tunku Badariah Tunku Ahmad Department of Curriculum and Instruction, Kulliyyah of Education, IIUM, Gombak 53100, Kuala Lumpur Malaysia
  • Halim Ismail Department of Curriculum and Instruction, Kulliyyah of Education, IIUM, Gombak 53100, Kuala Lumpur Malaysia
  • Nurkhamimi Zainuddin Fakulti Pengajian Bahasa Utama, 71800 USIM, Nilai, Negeri Sembilan, Malaysia

Keywords:

Gamification, Culturally Responsive Design, Islamic Pedagogy, Digital Education, Narrative Learning

Abstract

While gamification has emerged as a transformative tool in digital education, its designs often prioritize universal mechanics over culturally adaptive strategies, limiting engagement in non-Western contexts. This study addresses this gap by analyzing 7th-century Islamic pedagogical practices of Prophet Muhammad (PBUH) Targhib wa Tarhib (balanced reward/deterrence), Qasas (narrative storytelling), and Halaqat (community learning) as foundations for culturally responsive gamification. Through thematic coding of classical texts (Hadith, Sirah), case studies of the Kuttab system, Al-Qarawiyyin University, the gamified app QuranQuest, interviews with Islamic scholars and gamification designers, the research demonstrates how Prophetic strategies align with gamification principles: QuranQuest’s Sadaqah Points (virtual rewards redeemable for charity donations) increased daily engagement by 40%, while Al-Qarawiyyin’s debate-centric “quests” achieved 92% student satisfaction by merging collaborative competition with progressive mastery. The study proposes actionable gamification insights, including integrating intrinsic rewards (e.g., spiritual/cultural pride) to complement extrinsic mechanics, embedding culturally resonant narratives into story-driven modules, and designing virtual Halaqat (learning circles) to foster peer accountability. By translating Prophetic pedagogical wisdom into gamified solutions, this work advances a culturally adaptive paradigm for digital education, aligning with global calls to bridge historical traditions and modern innovation.

Author Biographies

Muhammad Ikram Abu Hassan, Department of Curriculum and Instruction, Kulliyyah of Education, IIUM, Gombak 53100, Kuala Lumpur Malaysia

ikramhassan@iium.edu.my

Faisal Husen Ismail, School of Humanities, University Sains Malaysia ,11800 USM, Pulau Pinang

Siti Fatimah Abd. Rahman, Department of Language and Literacy, Kulliyyah of Education, IIUM, Gombak 53100, Kuala Lumpur Malaysia

sfarahman@iium.edu.my

Abdul Gafur Arifin, Department of Curriculum and Instruction, Kulliyyah of Education, IIUM, Gombak 53100, Kuala Lumpur Malaysia

Tunku Badariah Tunku Ahmad, Department of Curriculum and Instruction, Kulliyyah of Education, IIUM, Gombak 53100, Kuala Lumpur Malaysia

Halim Ismail , Department of Curriculum and Instruction, Kulliyyah of Education, IIUM, Gombak 53100, Kuala Lumpur Malaysia

Nurkhamimi Zainuddin, Fakulti Pengajian Bahasa Utama, 71800 USIM, Nilai, Negeri Sembilan, Malaysia

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Published

2025-10-17

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Section

Articles