This study aims to analyze toxic communication in digital games and the internalization of Islamic moral values through Syed Muhammad Naquib Al-Attas's concept of ta’dīb. Toxic communication in gaming environments warrants attention because it reveals challenges in translating moral knowledge into actual behavior during students' digital interactions. This research employed a qualitative approach with an embedded single-case study design at SMKN 1 Mojoanyar, Mojokerto, Indonesia. The study involved 16 purposively selected informants, comprising 12 students, two Islamic Religious Education teachers, and two members of the School Discipline Unit. Data were collected through interviews conducted from June to July 2026, naturalistic observations, and school documents. Data analysis involved data condensation, coding, cross-source comparison, and verification. The findings indicate that verbal attacks, blaming behaviors, and the normalization of mockery reflect a gap between students' knowledge of Islamic morals and their actual conduct, particularly under emotional pressure and peer influence. This study proposes a conceptual model of school ecosystem-based digital ta’dīb, consisting of six interrelated functions: recognizing the boundaries of proper conduct (adab), moral acknowledgment, self-discipline, proportionate action, relationship restoration, and consistency between online and offline behavior. The model connects gaming communication and moral decision-making through the coordinated support of teachers, school services, families, and peers. It represents a case-based conceptual synthesis rather than an empirically validated intervention; therefore, its effectiveness requires further investigation