DEVELOPMENT OF A DIGITAL LITERACY GAMIFICATION MOBILE APPLICATION FOR TPQ DARUL ISHLAH IN PREPARATION FOR THE MONAQOSAH EXAM

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Authors

Wardhana, Bisma Arya

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Politeknik Negeri Batam

Abstract

Preparation for the munaqosah examination at Islamic learning centers (TPQ) commonly relies on conventional methods such as repetitive manual memorization, which often leads to decreased learning motivation and boredom among santri. This study aims to design and develop a gamification-based mobile application to support digital literacy in munaqosah preparation at TPQ Darul Ishlah. The application was developed using the Research and Development (R&D) method, with the Waterfall model applied specifically to the system development stage, and implemented using Flutter and Firebase. The system provides interactive quizzes across four material categories (Aqidah and Akhlak, Fiqh, Tajwid, and Tahsin Kitabah), a point-, badge-, and challenge-based reward system, and a leaderboard to enhance learning motivation. Black box testing confirmed that the registration and login features function according to specification. A usability evaluation using the System Usability Scale (SUS) was conducted with 11 respondents (1 teacher and 10 students), yielding an average score of 90.23, categorized as Excellent according to both the standard SUS interpretation and the Bangor et al. acceptability scale. These results indicate that the gamification approach is well received by users and has strong potential to improve learning motivation in religious education. Further development is recommended to complete full database integration for the remaining features and to expand teacher-monitoring capabilities.

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