Determining the Usability of an E-Learning Module Design for Teaching Metaphor (Kināyah) in Prophetic Hadith via Minecraft Education: A Fuzzy Delphi Method Approach
DOI:
https://doi.org/10.31000/fqzby472Keywords:
Design and Development, Fuzzy Delphi Method, Al-Ḥadīth al-Sharīf, al-KināyahAbstract
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.
References
Abdul, A. H. bin, Zakaria, G. A. N. bin H., Rahman, M. Z. A., & Wahibah Twahir. (2020). Seni Majaz Dalam Bahasa Melayu : Analisis Berdasarkan Ilmu Balaghah Arab. Pendeta Journal of Malay Language Education and Literature, 6812(1), 18–32.
Afthon, M., Nuha, U., Cahyono, M. E., & Calvin, R. R. (2026). Next-Gen Balaghah Learning: Integrating Web Technology to drive Learning mobility in Higher Education. Al-Muyassar: Journal of Arabic Education, 5(3), 1073–1086.
Ahmad, M. A., Zamziba, M. N. F., Ahmad, H., & Ku Mohd Syarbaini ku Yaacob. (2025). Enhancing Prophetic Arabic Vocabulary for Understanding Al-Nawawiyah Through Board Game: A Systematic Literature Review. International Journal of Language Education and Applied Linguistics, 15(1), 16–25.
Ahmed, A. A.-A., Sayed, B. T., Wekke, I. S., Widodo, M., Rostikawati, D., Ali, M. H., Hussein, H. A. A., & Mahdieh Azizian. (2022). An Empirical Study on the Effects of Using Kahoot as a Game-Based Learning Tool on EFL Learners ’ Vocabulary Recall and Retention. Hindawi Educational Research International, 2022, 1–10.
Ahmed, A., Al, M., Solahudin, D., Syafei, I., & Kosim, N. (2026). Scaffolding, Collaboration, and Feedback in Task-based Arabic Writing:Evidence from an indonesia Islamic Borading School. Al-Muyassar: Journal of Arabic Education, 5(3), 851–868.
Al-Dosakee, K., & Fezille Ozdamli. (2021). Gamification in Teaching and Learning Languages : A Systematic. Revista Romaneasca Pentru Educatie Multidimensionala, 13(2), 559–577.
Al-haddad, A. B. A., Hassan, A., Hassan, M., Abdalla, H., & Mahmoud, A. (2025). Teaching Arabic Grammar to Non-Native Speakers in Malaysia : Challenges and Solutions. International Journal of Academic Research in Bisiness and Social Sciences, 15(6), 520–531. https://doi.org/10.6007/IJARBSS/v15-i6/25717
Andrade, L. A., & Souza, D. (2024). Manual do Metaverso : como usar Minecraft Education Edition na formação docente The Metaverse ’ s Guide : how to use Minecraft Education Edition in teacher training. Revista de Educacao a Distancia e Learning, 7(2), 1–24.
Aziz, M. S. A., Auyphorn, P., & Mohd Syarqawy Hamzah. (2019). Exploring the Use of Digital Games as a Persuasive Tool in Teaching Islamic Knowledge for Muslim. International Journal of Advanced Computer Science and Applications, 10(6), 109–113.
Bee, F., Rahman, A., Mustafa, Z., Kharuddin, A. F., Tun, U., Razak, A., & Lumpur, K. (2021). EMPLOYING FUZZY DELPHI TECHNIQUE TO VALIDATE MULTIPLE INTELLIGENCE BASED INSTRUCTIONAL TEACHING. Southeast Asia Early Childhood Journal, 10(1), 62–71.
Beram, S., Awang, M., Ismail, R., & Noor, N. (2021). Aplikasi Fuzzy Delphi Method Terhadap Kompetensi Kepimpinan Organisasi Bagi Pemimpin Pertengahan Pendidikan. 10, 82–93.
Binti Affendi, N. (2024). Enhancing Students’ Performance in Integrated Project Course through Collaborative Learning and Open Artificial Intelligence Chatbot. JUMPER: Journal of Educational Multidisciplinary Research, 3(2), 01–14. https://doi.org/10.56921/jumper.v3i2.198
Callaghan, N. (2016). Investigating the Role of Minecraft in Educational Learning Environments. Educational Media International, 3987, 244–259. https://doi.org/10.1080/09523987.2016.1254877
Cheng, C., & Lin, Y. (2002). Evaluating the best main battle tank using fuzzy decision theory with linguistic criteria evaluation. European Journal of Operational Research, 142, 174–186.
Chrysostomou, A., Cornell, A. S., Zappalá, A., Anastasi, A., Segreto, A., Marrara, S., & Vasi, S. (2025). Gamification and climate changes : a challenge in Minecraft Education Edition. Phys. Educ, 1–12.
Daud, N., & Nadhilah Abdul Pisal. (2014). Permasalahan Pertuturan Dalam Bahasa Arab Sebagai Bahasa Kedua Speaking Problems in Arabic as a Second Language. Journal of Language Studies, 14(February), 117–133.
Ekaputra, G., Lim, C., Eng, K. I., Ekaputra, G., Lim, C., Eng, K. I., & Lim, C. (2013). Minecraft : A Game as an Education and Scientific Learning Tool. Information System International Conference, (December), 237–242.
Fadhlan, M., Firdaus, M., Fikri, A., Islam, U., Maulana, N., & Ibrahim, M. (2024). Improving Student ’ s Arabic Achieve ment Extracurricular Program Management by Implementing. Al-Ishlah: Jurnal Pendidikan, 16(2), 1792–1804. https://doi.org/10.35445/alishlah.v16i2.4722
Gambatese, J. A., & Behm, M. (2008). Design ’ s Role in Construction Accident Causality and Prevention : Perspectives From an Expert Panel. Science Direct, 46, 675–691. https://doi.org/10.1016/j.ssci.2007.06.010
Hoque, M., Yusoff, A. M., Toure, A. K., Hoque, M., Yusoff, A. M., & Karim, A. (2019). Teaching Hadith Subjects through E-Learning Methods : Prospects and Challenges Teaching Hadith Subjects through E-Learning Methods : Prospects and Challenges. International Journal of Academic Research in Progressive Educational and Development, 8(2), 1–8. https://doi.org/10.6007/IJARPED/v8-i2/6164
Izhar, N. A., Al-dheleai, Y. M., & Na, K. S. (2021). Teaching in the Time of Covid-19 : The Challenges Faced By Teachers in Initiating Online Class Sessions Teaching in the Time of Covid-19 : The Challenges Faced By Teachers in Initiating Online Class Sessions. International Journal of Academic Research in Business Dan Social Sciences, 1(2), 1294–1306. https://doi.org/10.6007/IJARBSS/v11-i2/9205
Kamarudin, M. F., Saifun, M., & Mohd, A. (2022). Differentiated Instruction : Exploring the Attitudes of Gifted and Talented Students in Mathematics. Asian Journal of Research in Educational and Social Sciences, 4(1), 146–160.
Kassim, A., Kassim, H., Aloesnita, N., Mohd, N., Nordin, M. S., & Rahim, M. (2024). a Systematic Literature Review of Web-Based Tools Application in ESL and EFL Writing Classes. International Journal of Language Education and Applied Linguistics, 14(1), 40–50.
Kaufmann, A., & Madan M. Gupta. (1998). Fuzzy Mathematical Models in Engineering and Management Science. Amsterdam;New York.
Kawaid, A. I. S. D., Hassan, S. N. S., Amin, M. Z. M., Yabi, S., & Ismail, M. Y. (2018). INTEGRATION OF ICT IN THE STUDY OF HADITH IN MALAYSIAN PUBLIC UNIVERSITIES. Journal of Ma’alim Al-Quran Wa Al-Sunnah, 14(2), 131–138.
Khairulnazrin, M., Nasir, M., Abdul, M., Kamarul, R., Adam, M., Azid, A., & Hussain, A. A. (2021). Trend Kajian Hadis Berasaskan teknologi Maklumat dan Digital : Suatu sorotan Literatur. Journal Hadis, 11(22), 770–779.
Latuconsina, I., Harjum, M., & Ulum, M. F. (2026). USLUB AL-KINAYAH : MAKNA ẒĀHIR DAN MAKNA BĀṬ IN. At-Taklim:Jurnal Pendidikan Multidisiplin, 3(1), 234–248.
Ming, G. K. (2020). The Use Of Minecraft Education Edition As A Gamification Approach In Teaching And Learning Mathematics Among Year Five Students. International Research Journal of Educational and Sciences, 4(2), 14–17.
Nurhayarti, T., Izzuddin, Maulana, A., Ma’mun, T. N., & Mannaa, H. S. (2020). The Curriculum Development of Arabic Instruction to Improve Student’s Writing Skills. Universal Journal of Educational Research, 8(9), 4261–4272. https://doi.org/10.13189/ujer.2020.080952
Rahimi, Z. H., & Sani, P. M. (2025). ANALISIS USLUB KINAYAH DALAM SURAH AL-BAQARAH AYAT 187. Journal of Comprehensive Science, 1(1), 1–8.
Rust, J., & Susan Golombok. (2016). Modern Psy chometrics (third).
Shabriyah, N. S., & Nuruddien, M. (2022). Kontribusi Ilmu Balaghah terhadap Makna dan Sastra yang Terkandung dalam Ayat-Ayat Al- Qur ’ an. El-Wasathiya, 10(01), 69–85.
Slattery, E. J., Butler, D., Leary, M. O., Marshall, K., Slattery, E. J., Butler, D., Leary, M. O., Marshall, K., Butler, D., & Marshall, K. (2024). Teachers ’ experiences of using Minecraft Education in primary school : An Irish perspective Teachers ’ experiences of using Minecraft Education in primary school : An Irish perspective. 3315. https://doi.org/10.1080/03323315.2023.2185276
Sripan, T., & Manyam, K. (2025). Gamified Learning : Teaching Coding and Creative Thinking with Minecraft : Education Edition ( M : EE ) for Thai Students. Journal of Education and Learning, 14(4), 270–283. https://doi.org/10.5539/jel.v14n4p270
Syaliman, K. U., Najwa, N. F., & Kreshna, J. A. (2022). Educational Game as An Effort to Accelerate Learning After the Covid-19 Pandemic. Journal of Applied Engineering Technology Science, 4(1), 478–487.
Yusof, M. A. M., Daud, W. A. A. W., Ghani, M. T. A., Rahman, A. A., Ismail, N., & Mohamad lukman al-Hakim md Noor. (2023). The Usability OF Arabic-Kafa Application for Learning Arabic Vocabulary at Kafa Institution. International Conference of Research on Language Education, 751–762. https://doi.org/10.15405/epes.23097.67
Yusuf, M., & Miswar, A. (2024). THE WISDOM OF KINAYAH IN QUR ’ ANIC SEXUAL TERMINOLOGY : A LINGUISTIC ANALYSIS OF MEANING , ETHICS , AND AESTHETIC EXPRESSION IN DIVINE DISCOURSE. Sunan Kalijaga Inteenational on Islamic Educational Research, 8(2), 141–158.
Zamziba, M. N. F. Bin, Osman, R. B. A. H., Ahmad, M. A. bin, Rashid, R. F. A. B., Noor, M. L. al-H. B. M., Rivensky, R., & Umar Arrasyid bin ahmad Zabidi. (2023). APPLYING MINECRAFT TO LEARN ARABIC LANGUAGE AND ISLAMIC STUDIES : LITERATURE REVIEW. European Proceedings of Educational Sciences EpES, 532–542. https://doi.org/10.15405/epes.23097.48
Zamziba, M. nur F. bin, Osman, R. binti A. H., Ahmad, M. A. bin, Rashid, R. F. A. binti, Noor, M. L. al-H. bin M., Rivensky, R., & Zabidi, U. A. bin A. (2024). INTERNATIONAL JOURNAL OF LANGUAGE EDUCATION AND APPLIED LINGUISTICS Exploring Minecraft in the Primary School Syllabus for Enhancing Arabic Learning : A Systematic Literature Review. 14(1), 4–11.
Zharias, P., Consultant, & Greece. (2009). Usability in The Context of e-Learning: A Framework Augmenting “Traditional” Usability Constructs With Instructional Design and Motivation to Learn. IGI Global, 5(4). https://doi.org/10.4018/jthi.2009062503
Downloads
Published
Issue
Section
License
Copyright (c) 2026 muhammad nur farhan bin zamziba nur farhan bin zamziba, Prof. Dr. Rahmah Ahmad H. Osman, Assoc. Prof. Dr. Muhammad Anwar Ahmad, Rabiatul Fatimah Azzahra Rashid

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


