Rauzatul Jannah
Universitas Islam Negeri Maulana Malik Ibrahim

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Determining the Usability of an E-Learning Module Design for Teaching Metaphor (Kināyah) in Prophetic Hadith via Minecraft Education: A Fuzzy Delphi Method Approach Muhammad Nur Farhan bin Zamziba; Rahmah binti Ahmad H. Osman Osman; Muhammad Anwar bin Ahmad; Rabiatul Fatimah Azzahra binti Rashid; Munirah Munirah; Rauzatul Jannah
Al-Muyassar: Journal of Arabic Education Vol 5 No 3 (2026): Al-Muyassar: Journal of Arabic Education
Publisher : Prodi Pendidikan Bahasa Arab, Universitas Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/fqzby472

Abstract

Traditional approaches to teaching complex literary concepts in prophetic traditions, such as al-Kināyah (metaphorical expressions) in al-Ḥadīth al-Sharīf, often struggle to engage modern learners, highlighting a gap in integrated gamified e-learning frameworks within Islamic studies. To address this, this article is centered on creating an e-learning module for Islamic civilisation education that utilizes Minecraft Education to teach the content of al-Kināyah in al-Ḥadīth al-Sharīf. The module was developed following the Design and Development Research (DDR) model, which included needs analysis, content development, and evaluation of usability. This research focuses on the last stage involved evaluating usability with feedback and observations from twelve Subject Matter Experts (SMEs) to gain insights into the module's usability and engagement using the Fuzzy Delphi Method (FDM). The results confirmed that the experts' consensus was accepted and the Fuzzy scores from this article supported the mean values obtained from expert’s judgments, ranging from 0.750 to 0.872 for all items. The findings of this article contribute to the field of e-learning by demonstrating the usability of the DDR model in designing instructional modules that integrate Minecraft educational games as a means for teaching and learning complex literature concepts. The module provides a comprehensive framework for educators interested in incorporating e-learning and gamification elements into Islamic studies and language education.