GAMIFIED LEARNING AND QUR’ANIC PEDAGOGY: DESIGNING INTERACTIVE RELIGIOUS EDUCATION FOR GENERATION ALPHA

Jack Davis (1), Pong Krit (2), Nodira Tursunova (3)
(1) Monash University, Australia,
(2) Rangsit University, Thailand,
(3) Samarkand State University, Uzbekistan

Abstract

The rapid emergence of Generation Alpha as a digitally immersed cohort presents new pedagogical challenges for Islamic education, particularly in sustaining engagement with Qur’anic learning, which traditionally relies on repetition, memorization, and guided recitation. The increasing use of interactive digital platforms among young learners highlights the need to explore gamified instructional models that align with their cognitive preferences while preserving the spiritual and ethical integrity of Qur’anic pedagogy. This study aims to develop a conceptual framework that integrates gamified learning principles with classical Qur’anic teaching methods to enhance motivation, retention, and reflective engagement. A qualitative exploratory design was employed, drawing on thematic analysis of Qur’anic pedagogy literature, gamification theory, and developmental studies on Generation Alpha. The findings demonstrate that game mechanics such as incremental progression, immediate feedback, and structured challenges correspond closely to established Qur’anic instructional practices and significantly improve learner attention and memorization endurance. The study concludes that a carefully designed gamified model can reinforce, rather than diminish, the sacred and pedagogical aims of Qur’anic education, offering a viable pathway for meaningful digital innovation in Islamic schooling. The implications encourage further empirical research and development of ethically grounded digital learning tools.

Full text article

Generated from XML file

References

Aguiar-Castillo, L., Rajendra-Teli, S., & Perez-Jimenez, R. (2023). Gamification and proenvironmental performance: could tourists return home with more sustainable habits? Journal of Hospitality and Tourism Technology, 14(3), 444–459. https://doi.org/https://doi.org/10.1108/JHTT-06-2022-0161

Ahmed, M. D., & Al Salim, Z. A. (2024). Provision of Quality Physical Education to enhance the motive of Physical Activity and its underlying Behavior among university students. Heliyon, 10(3), e25152. https://doi.org/https://doi.org/10.1016/j.heliyon.2024.e25152

Aksoy, B., & Cirik, V. A. (2025). Nurses’ care experiences with generation alpha based on Watson’s human care theory. Journal of Pediatric Nursing, 80, e48–e57. https://doi.org/https://doi.org/10.1016/j.pedn.2024.10.041

Alameddine, M., Sabra, N., El Arnaout, N., El Dakdouki, A., El Jaouni, M., Hamadeh, R., Shanaa, A., & Saleh, S. (2025). Utilizing Gamification, Artificial Intelligence, and mHealth for the Professional Development of Maternal Care Providers: Exploratory Pilot Cross-Sectional Study Assessing Providers’ Satisfaction in Primary Health Care Centers in Lebanon. JMIR Serious Games, 13. https://doi.org/https://doi.org/10.2196/53735

Alfarizi, M., & Herdiansyah, H. (2024). Innate green propensity: Precursors of ecopreneurial intentions among Indonesian Education Human Resources University. The International Journal of Management Education, 22(2), 100977. https://doi.org/https://doi.org/10.1016/j.ijme.2024.100977

Alibakhshi, S., Seyyedamiri, N., Nazarian, A., & Atkinson, P. (2024). A win-win situation: Enhancing sharing economy platform brand equity by engaging business owners in CSR using gamification. International Journal of Hospitality Management, 117, 103636. https://doi.org/https://doi.org/10.1016/j.ijhm.2023.103636

Almutairi, N., & Elhanashi, A. (2025). Leveraging IoT and dedicated social networks to enhance mosque role and activities management in Saudi Arabia. Digital Business, 5(2), 100151. https://doi.org/https://doi.org/10.1016/j.digbus.2025.100151

Altomari, L., Altomari, N., & Iazzolino, G. (2023). Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study. JMIR Serious Games, 11. https://doi.org/https://doi.org/10.2196/45436

Aslam, S., Hussain, B., Riaz, S., Yousaf, M., Sohail, B., Ullah, F., & Hussain, S. (2025). Empowering farmers through science communication: A framework for pesticide risk awareness and adoption. Social Sciences & Humanities Open, 11, 101491. https://doi.org/https://doi.org/10.1016/j.ssaho.2025.101491

Bachtiar, W. F., Masruroh, N. A., Asih, A. M. S., & Sari, D. P. (2025). Halal food sustainable traceability: a multi-group consumer-centric acceptance and preference analysis. Journal of Islamic Marketing, 16(12), 3682–3710. https://doi.org/https://doi.org/10.1108/JIMA-12-2024-0610

Bazi, S., Khmaiseh, H., & Hajawi, D. (2025). Cognitive and social pathways of influence: Examining social media content, information helpfulness, and dietary changes. Acta Psychologica, 261, 105978. https://doi.org/https://doi.org/10.1016/j.actpsy.2025.105978

Behl, A., Sampat, B., Gaur, J., Pereira, V., Laker, B., Shankar, A., Shi, Y., & Roohanifar, M. (2024). Can gamification help green supply chain management firms achieve sustainable results in servitized ecosystem? An empirical investigation. Technovation, 129, 102915. https://doi.org/https://doi.org/10.1016/j.technovation.2023.102915

Bhawna, B., Dogra, P., Akram, U., & Sharma, S. K. (2025). Enhancing employer branding in startups through job autonomy and intrinsic motivation: the role of gamification. Business Process Management Journal, 32(1), 51–76. https://doi.org/https://doi.org/10.1108/BPMJ-12-2023-0934

Buil, I., Catalán, S., & Hernández-Ortega, B. (2025). Building strong employer brands: the role of gamification. Journal of Product & Brand Management, 34(7), 1091–1110. https://doi.org/https://doi.org/10.1108/JPBM-07-2024-5349

Bukchin-Peles, S. (2024). Shaping attitudes toward sustainable insect-based diets: The role of hope. Future Foods, 10, 100493. https://doi.org/https://doi.org/10.1016/j.fufo.2024.100493

Cai, Y., Gong, Z., Yang, Y., Xiao, Y., & Zhou, J. (2025). Embodied interaction and cultural Involvement: How familiarity and challenge shape tourism rituals. Journal of Hospitality and Tourism Management, 65, 101335. https://doi.org/https://doi.org/10.1016/j.jhtm.2025.101335

Chenneville, T., Wasilewski, S., Haskett, M., & Gabbidon, K. (2025). Feasibility, acceptability, and potential utility of an evidence-based pregnancy prevention program among Black/African American middle and high school students in Florida. Evaluation and Program Planning, 112, 102671. https://doi.org/https://doi.org/10.1016/j.evalprogplan.2025.102671

Chiang, D.-H., Chiang, T.-Y., Yao, K., Yeh, S.-S., & Huan, T.-C. T. C. (2025). Beyond the ballpark: Secularization and visitor motivation in film-induced sports heritage tourism. Tourism Management Perspectives, 59, 101421. https://doi.org/https://doi.org/10.1016/j.tmp.2025.101421

Daoud, O. W., Ahmed, V., Alzaatreh, A., & Anane, C. (2025). The impact of socio-economic factors on recycling behavior and waste generation: Insights from a diverse university population in the UAE. Cleaner Waste Systems, 11, 100266. https://doi.org/https://doi.org/10.1016/j.clwas.2025.100266

Deng, X., Wang, Y., & Tao, X. (2025). Social trust and fertility intentions: Evidence from China with causal and structural insights. International Review of Financial Analysis, 107, 104616. https://doi.org/https://doi.org/10.1016/j.irfa.2025.104616

Derrick Dodoo, P., & Eshun Yawson, D. (2024). Towards an understanding of multi-generational higher education cohorts in gamified entrepreneurship education. Heliyon, 10(11), e31689. https://doi.org/https://doi.org/10.1016/j.heliyon.2024.e31689

Duong, H. T., Sirohi, A., Baggett, K. M., & Popova, L. (2025). Preventing child corporal punishment: The influence of racial cues on intervention message reactance and behavioral intentions. Child Abuse & Neglect, 166, 107509. https://doi.org/https://doi.org/10.1016/j.chiabu.2025.107509

Dwijaputra, J., Purwitasari, D., & Zulaikha, E. (2025). How gamification influences e-commerce behavior in hardcore vs. casual gamers? Telematics and Informatics Reports, 18, 100212. https://doi.org/https://doi.org/10.1016/j.teler.2025.100212

Fadhel, F. H., & Al Seyabi, S. A. (2025). Navigating environmental stress: Climate change impacts on adults’ mental health in the Middle East. Geopsychiatry, 2, 100031. https://doi.org/https://doi.org/10.1016/j.geopsy.2025.100031

Fortuna, J. M., de la Fuente, G., & Velasco, P. (2023). Does gamification mediate the relationship between digital social capital and student Performance? A survey-based study in Spain. The International Journal of Management Education, 21(3), 100846. https://doi.org/https://doi.org/10.1016/j.ijme.2023.100846

Gandrita, D. M., Gandrita, A., & Rosado, D. P. (2024). Challenges and strategies of gamification in family businesses: the moderating effects of supervision and engagement. European Business Review, 37(3), 397–416. https://doi.org/https://doi.org/10.1108/EBR-06-2024-0187

Ghaith, A., Ma, H., & Ding, X.-H. (2025). Investigating user acceptance of fully autonomous vehicles in MENA region. Transportation Research Part F: Traffic Psychology and Behaviour, 114, 1024–1041. https://doi.org/https://doi.org/10.1016/j.trf.2025.07.017

Gokmenoglu, T., Sonmez, E. D., Durmus, C., & Karakullukcu, O. F. (2025). Empowering “resilience-building agents”: An analysis of physical education teachers’ instructional intentions for disaster preparation. International Journal of Disaster Risk Reduction, 127, 105685. https://doi.org/https://doi.org/10.1016/j.ijdrr.2025.105685

Gong, X., & Ye, S. (2025). Not just the game: The impact of structural gamification on charitable donations. Acta Psychologica, 260, 105521. https://doi.org/https://doi.org/10.1016/j.actpsy.2025.105521

Han, X. (2025). Research on english E-learning teaching model based on digital entertainment and gamification experience: Interactive teaching experience. Entertainment Computing, 52, 100867. https://doi.org/https://doi.org/10.1016/j.entcom.2024.100867

Hasanzadeh, R., & Haghkhah, D. (2025). Behavioral nudge capabilities and environmental behavior: Unveiling the mediating role of cultural identity. Social Sciences & Humanities Open, 12, 101695. https://doi.org/https://doi.org/10.1016/j.ssaho.2025.101695

Hikouatcha, P., Tagne Foka, A. G., Tindang Kountelejouo, C. L., & Mboyou Mfokue, H. (2024). Does culture empower inclusive finance? Empirical investigation into small business in Cameroon. Heliyon, 10(6), e27750. https://doi.org/https://doi.org/10.1016/j.heliyon.2024.e27750

Huang, M., Mohamad Saleh, M. S., & Zolkepli, I. A. (2024). The moderating effect of environmental gamification on the relationship between social media marketing and consumer-brand engagement: A case study of Ant Forest Gen Z users. Heliyon, 10(4), e25948. https://doi.org/https://doi.org/10.1016/j.heliyon.2024.e25948

Isah, A., Aniefuna, C. V., Chima, U. E., Onyehalu, J. C., Nwachuya, C. A., Idabor, C. C., Amandi, N. C., Umeh, A. U., Ugochukwu, E. J., & Ubaka, C. M. (2025). Learners’ perspective on the inclusion of gamification and advanced technology as teaching methods in undergraduate pharmacy curriculum: A one-arm post-interventional assessment. Currents in Pharmacy Teaching and Learning, 17(11), 102441. https://doi.org/https://doi.org/10.1016/j.cptl.2025.102441

Kratochvil, T., Lebedíková, M. Š., Vaculik, M., Prochazka, J., & Lieberoth, A. (2025). Gamified goal-setting: leaderboards effects differs across quantitative, qualitative, and perceived performance. Learning and Individual Differences, 121, 102708. https://doi.org/https://doi.org/10.1016/j.lindif.2025.102708

Lee, K.-W. (2023). Effectiveness of gamification and selection of appropriate teaching methods of creativity: Students’ perspectives. Heliyon, 9(10), e20420. https://doi.org/https://doi.org/10.1016/j.heliyon.2023.e20420

Li, M., Lu, M., Akram, U., & Cheng, S. (2024). Understanding how customer social capital accumulation in brand communities: A gamification affordance perspective. Journal of Retailing and Consumer Services, 78, 103761. https://doi.org/https://doi.org/10.1016/j.jretconser.2024.103761

Lin, Y.-L., & Ding, N.-D. (2023). Competitive gamification in crowdsourcing-based contextual-aware recommender systems. International Journal of Human-Computer Studies, 177, 103083. https://doi.org/https://doi.org/10.1016/j.ijhcs.2023.103083

Misara, R., Verma, D., & Mishra, S. (2025). Gamification and personality: Exploring the impact on consumer engagement and purchase intention. Entertainment Computing, 55, 101038. https://doi.org/https://doi.org/10.1016/j.entcom.2025.101038

Murai, T., Kitamura, T., & Kawamura, N. (2025). Gamification of Tube Phonation: A Feasibility Study for Voice Therapy Practice. Journal of Voice. https://doi.org/https://doi.org/10.1016/j.jvoice.2025.09.008

Ribeiro e Silva, M., & Carneiro Pinto, J. (2024). Game on! Antecedents and consequents of gamification in the workplace. Journal of Workplace Learning, 37(2), 153–170. https://doi.org/https://doi.org/10.1108/JWL-09-2024-0193

Rui, P., & Wei, W. (2025). Gamification and neurogaming to improve motor coordination and cognitive abilities in musicians and athletes. Acta Psychologica, 261, 105857. https://doi.org/https://doi.org/10.1016/j.actpsy.2025.105857

Sestino, A., & D’Angelo, A. (2024). Elderly patients’ reactions to gamification-based digital therapeutics (DTx): The relevance of socialization tendency seeking. Technological Forecasting and Social Change, 205, 123526. https://doi.org/https://doi.org/10.1016/j.techfore.2024.123526

Singh, S., Lee, S., & Tsai, K. (2025). The impact of smart tourism technologies on engagement, experiences, and place attachment: A focused study with gamification as the moderator. Journal of Destination Marketing & Management, 36, 100997. https://doi.org/https://doi.org/10.1016/j.jdmm.2025.100997

Singh, Y., & Milan, R. (2025). Utilitarian and Hedonic Values of Gamification and Their Influence on Brand Engagement, Loyalty, Trust and WoM. Entertainment Computing, 52, 100868. https://doi.org/https://doi.org/10.1016/j.entcom.2024.100868

Stylos, N., & Bellou, V. (2025). Generation Alpha in the marketplace and workplace: a research agenda. International Journal of Contemporary Hospitality Management, 38(1), 1–26. https://doi.org/https://doi.org/10.1108/IJCHM-05-2025-0726

Sun, X., Xu, Z.-X., Meng, L.-C., & Shi, D.-N. (2025). AI-driven gamified speech training for primary students: framework and evaluation. Computers and Education Open, 9, 100312. https://doi.org/https://doi.org/10.1016/j.caeo.2025.100312

Wang, M., Zhu, J., Qian, W., & Gu, H. (2025). Integrating artificial intelligence and gamification in rehabilitation: A scoping review. Entertainment Computing, 55, 101011. https://doi.org/https://doi.org/10.1016/j.entcom.2025.101011

Wang, W. (2025). Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process. Entertainment Computing, 52, 100880. https://doi.org/https://doi.org/10.1016/j.entcom.2024.100880

Yang, H., Wang, L., Hu, Z., & Li, D. (2024). Understanding the failing of social gamification: A perspective of user fatigue. Electronic Commerce Research and Applications, 64, 101369. https://doi.org/https://doi.org/10.1016/j.elerap.2024.101369

Yang, X., Yang, J., Hou, Y., Li, S., & Sun, S. (2023). Gamification of mobile wallet as an unconventional innovation for promoting Fintech: An fsQCA approach. Journal of Business Research, 155, 113406. https://doi.org/https://doi.org/10.1016/j.jbusres.2022.113406

Yen, B. T. H., Mulley, C., & Meza, G. (2023). Understanding the potential policy transfer of gamification schemes for behaviour change in public transport and road safety. Research in Transportation Economics, 99, 101299. https://doi.org/https://doi.org/10.1016/j.retrec.2023.101299

Yilmaz, A., & Bayram, S. B. (2025). The effect of patient safety escape rooms on nursing students’ knowledge level and team cooperation. Nurse Education in Practice, 87, 104507. https://doi.org/https://doi.org/10.1016/j.nepr.2025.104507

Zafar, A. U., Shahzad, M., Shahzad, K., Appolloni, A., & Elgammal, I. (2024). Gamification and sustainable development: Role of gamified learning in sustainable purchasing. Technological Forecasting and Social Change, 198, 122968. https://doi.org/https://doi.org/10.1016/j.techfore.2023.122968

Zhang, Y., Xi, N., Liang, C., Ma, Y., Hong, W., Wang, X., & Hamari, J. (2025). Gamification for elderly well-being: Effects on experience and engagement. Technological Forecasting and Social Change, 217, 124155. https://doi.org/https://doi.org/10.1016/j.techfore.2025.124155

Authors

Jack Davis
jackdavis@gmail.com (Primary Contact)
Pong Krit
Nodira Tursunova
Davis, J., Krit, P. ., & Tursunova, N. . (2025). GAMIFIED LEARNING AND QUR’ANIC PEDAGOGY: DESIGNING INTERACTIVE RELIGIOUS EDUCATION FOR GENERATION ALPHA. International Jornal of Noesantara Islamic Studies, 2(5), 284–298. https://doi.org/10.70177/ijonis.v2i5.2857

Article Details