The degradation of students' knowledge in Islamic education is increasingly concerning, driven by the negative influence of internet exposure. This study develops an educational game, Harta Karun Pengetahuan, as an interactive gamified learning medium incorporating core Islamic content. The game applies adaptive difficulty adjustment using the Multi-Objective Optimization on the Basis of Ratio Analysis (MOORA) method based on player performance. The success of the MOORA method in providing recommendations for players is shown by how players will be directed to the next maze according to the success of the previous game. The game was tested with 20 students (aged 18–21) with two approaches evaluation, the System Usability Scale (SUS) and the Igroup Presence Questionnaire (IPQ), achieving an average SUS score of 84 (indicating high usability) and an overall IPQ score of 4.64 (indicating strong player immersion). Results showed that General Presence and Involvement had the highest average scores, indicating that players felt emotionally engaged and present in the virtual learning world. Although the Realism dimension was generally positive, it suggests room for improvement in visual and interactive fidelity. The findings demonstrate that integrating Islamic content into digital games can provide meaningful learning experiences and support students in achieving cognitive, affective, and psychomotor competencies in a contextual IRE setting.
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