Gamification in Da’wah: Conceptual and Practical Studies
Keywords:Gamification, Da'wah, Study, Method
Da'wah studies are currently growing rapidly by using a variety of technology-based media. It is no longer relevant if the study of da'wah is just following the study by coming to the Science Council. The da'i/preachers have a variety of creative ways as well as of course interesting, fun and educative to relieve boredom and boredom that sometimes hits in da'wah studies, especially if it is devoted to children or teenagers whose thoughts are limitless and out of the way. box. Various methods of innovation in the delivery of da'wah have been introduced to make da'wah materials have an impact on the object of da'wah/mad'u. One method that is currently receiving attention is the gamification method. Gamification is simply a way or approach to using game elements to solve problems other than games. The question is whether this gamification method can (and is suitable) to be used in the delivery of Islamic da'wah. Thus, this article aims to identify the method of gamification in relation to it as one of the methods in the delivery of Islamic da'wah today both theoretically and practically. This research uses a qualitative study approach with data processing methods carried out by means of literature studies. Various existing data were analyzed using content analysis method. This article finds that gamification is one of the da'wah methods that can be used today. Da'wah by using gamification can provide an alternative delivery of da'wah material/content, becoming more interesting, fun and effective. Even though using game mechanics, applying gamification does not always have to make a game – even though it is identical to (video) games, but what is important is how to make the da'wah process (delivery of da'wah material) more fun and can build bonds with (or without) being realized by the perpetrators. da'wah.
(2018). Retrieved Mei 25, 2022, from http://astrianana.blogspot.com/2018/03/perbedaan-game-game-based-learning-dan.html: http://astrianana.blogspot.com/2018/03/perbedaan-game-game-based-learning-dan.html
Afwan., R. (2021). GAMIFIKASI PENGELOLAAN MASJID. Yogyakarta: PROGRAM STUDI INFORMATIKA FAKULTAS TEKNOLOGI INDUSTRI UNIVERSITAS ISLAM INDONESIA.
Aziz, M. A. (2004). Ilmu Dakwah. Jakarta : Kencana.
Derryberry, A. (2007). Serious Games : Online Games for Learning. ( Serious Games, no. 9) Retrieved Mei 25, 2022, from http://www.adobe.com/resources/elearning/pdfs /serious_games_wp.pdf.
Heni Jusuf Vol. 5 No.1, 1.-6. (2016). Penggunaan Gamifikasi dalam Proses Pembelajaran. Jurnal TICOM , 5 (1), 1-6.
Huotari, K., & Hamari, J. (2012). “Defining gamification: a service marketing perspective. Proceedings of the 16th International Academi Mind Trek Conference, (pp. 17-22). Tampere.
Kapp, K. M., & Coné, J. (2012). What Every Chief Learning Officer Needs to Know about Games and Gamification for Learning. Retrieved Mei 25, 2022, from http://karlkapp.com/articles/
Khairani, D., Prayoga, M. I., Rosyada, D., Zulkifli, & Mintarsih, F. (2021). PENERIMAAN SISTEM PEMBELAJARAN BAHASA ARAB DENGAN E LEARNING DAN GIM DI MASA PANDEMI COVID-19. EDUKASI: Jurnal Penelitian Pendidikan Agama dan Keagamaan , 19 (3), 346-361.
Khairuldin, W. M., Anas, W. N., Embong, A. H., Hassa, A., & Imas, M. M. (2020). Islamic Gamification: Application of Gamification Concepts in Islamic Education According to Islamic Perspective. TEST: Engineering & Management , 83, 10885-10890.
Kotler, P., Kartajaya, H., & Setiawan, I. (2019). Marketing 4.0: Moving from Traditional to Digital. Jakarta: Gramedia Pustaka Utama.
Marczewski, A. (2013). Gamification: A simple introduction. Raleigh: Lulu.
Marisa, F., Akhriza, T. M., Maukar, A. L., Wardhani, A. R., Iriananda, S. W., & Andarwati, M. (2020). Gamifikasi (Gamification) Konsep dan Penerapan. (JOINTECS) Journal of Information Technology and Computer Science , 5 (3), 219-228.
Prayogi, A. (2021, July). VIDEO GAMES AS AN ALTERNATIVE TO DA’WAH-EDUCATION CHANNELS. In Proceeding International Conference on Islam and Education (ICONIE) (Vol. 1, No. 1, pp. 11-22).
Prayogi, A. (2021). Pendekatan Kualitatif dalam Ilmu Sejarah: Sebuah Telaah Konseptual. Historia Madania: Jurnal Ilmu Sejarah, 5(2), 240-254.
Prayogi, A. (2021). Analisa Penggunaan Video Game sebagai Media Dakwah. Hikmah, 15(2), 180.
Prensky, M. (2001). Digital Natives Digital Immigrants. Horizon: MCB University Press.
Sakai, M. (2012). Preaching to Muslim youth in Indonesia: The'dakwah'activities of Habiburrahman El Shirazy. RIMA: Review of Indonesian and Malaysian Affairs , 46 (1), 9-31.
Sitorus, M. B. (2016, Juni). Studi Literatur mengenaGamifikasi untuk Menarik dan Memotivasi : Penggunaan Gamifikasi saat ini dan Kedepan. STUDI LITERATUR - TUGAS SEMINAR 1 PASCASARJANA TEKNIK ELEKTRO. Retrieved Mei 25, 2022, from https://www.academia.edu/28470405/Studi_Lit
Zichermann, G., & Cunningham, C. (2011). “ Gamification Master Class, “. Sebastopol: O'Reilly Media.