Development of Website-Based Tajwidian Learning Media on Tajwid Materials to Improve the Understanding and Ability of Grade V Elementary School Students

Iqbal Ahmad Najib, Imam Syafe’i, Sovia Mas Ayu, Agus Pahrudin

Abstract


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.


Keywords


Tajwid Learning, Gamification, Unity WebGL, Elementary School

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DOI: http://dx.doi.org/10.35931/am.v10i4.6391

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