Tajwid instruction in elementary schools often relies on monotonous conventional drill methods, resulting in low motivation and a gap between theoretical understanding and recitation accuracy. Furthermore, existing digital tajwid media typically require Android app installation, creating technical access barriers for schools with limited devices. This study develops TajwidIAN, a web-based gamified learning media using Unity WebGL that offers zero-installation access, and examines its feasibility and effectiveness. The research employs a Research and Development (R&D) approach with the ADDIE model. The subjects were 84 fifth-grade students from three elementary schools in Bandar Lampung. Data were collected through expert validation, practicality questionnaires, and cognitive-psychomotor pretest-posttest instruments. Statistical analysis used paired sample t-test and Wilcoxon signed-rank test. Results show very high feasibility (content expert 92.04%; media expert 94.42%) and very high practicality (teachers 96.25%; students 92.81%). Effectiveness tests proved significant improvement in cognitive understanding (N-gain 0.6581; p<0.001) and recitation ability (N-gain 0.7020; p<0.001). It is concluded that TajwidIAN effectively minimizes technical infrastructure barriers while strengthening students' tajwid competence through the integration of gamification and audio-visual feedback.
Copyrights © 2026