The findings are significant because student engagement remains a persistent challenge in religious education. Many elementary school classrooms still rely heavily on textbooks, worksheets, and lecture-based instruction, while students increasingly grow up in technology-rich environments that favor interactive and game-oriented experiences. The researchers argue that learning tools must evolve to match these changing expectations and learning habits.
Why Student Interest Matters
Interest in learning is widely recognized as one of the strongest predictors of educational success. Students who are interested in a subject tend to participate more actively, ask more questions, and achieve better learning outcomes. In contrast, low engagement often results in reduced motivation and weaker academic performance. According to the research team, low student interest remains a common issue in Islamic Religious Education, partly because learning activities are often perceived as repetitive and insufficiently interactive.
The researchers conducted observations and needs assessments at SDN 16 Parepare, SDN 57 Parepare, and SDN 80 Parepare. They found that teachers primarily used conventional instructional methods, while many students expressed greater interest in learning experiences involving games, exploration, and digital technology.
Among 35 students surveyed:
- 31 preferred learning through games rather than reading books alone.
- 32 enjoyed activities involving clues and adventure-style challenges.
- 33 reported feeling more enthusiastic when learning involved images and games.
- 28 expressed interest in learning Islamic Religious Education through interactive game-based media integrated with Wordwall.
These findings highlighted a demand for more engaging and technology-supported learning approaches.
How DeenPath Card Works
The DeenPath Card system combines physical learning materials with digital activities. Students participate in a Treasure Hunt-style learning experience in which they search for clues, discover mission cards, and complete educational challenges.
The learning package includes:
- Three mission cards containing QR codes linked to Wordwall activities.
- Seven clue cards used during the Treasure Hunt.
- A treasure card awarded upon completion of all missions.
- A digital results card that records student performance.
- A storage box and user guide.
The cards use colorful Islamic-themed visuals, including illustrations of mosques, treasure maps, compasses, footprints, and treasure chests. After finding a mission card, students scan a QR code that opens an educational game on Wordwall. Activities include categorization exercises, sequencing challenges, and crossword puzzles designed to reinforce lesson content while maintaining student engagement.
One distinctive feature is the digital results system. Students’ scores, completion times, and progress are automatically recorded through Wordwall, allowing teachers to monitor performance without relying entirely on manual assessment.
Research Design and Evaluation
The study used a Research and Development (R&D) approach based on the ADDIE model, focusing on the Analysis, Design, and Development stages. The evaluation involved one media expert, one content expert, three Islamic Religious Education teachers, and all fifth-grade students from the participating schools. Data were collected through interviews, questionnaires, validation forms, and practicality assessments.
Rather than measuring long-term learning outcomes, the study focused on determining whether the new learning media was appropriate, usable, and well-received by its intended users.
Key Findings
The evaluation produced consistently high scores across all assessment categories.
Expert Validation
- Media expert validation score: 92% (Very Valid)
- Content expert validation score: 94% (Very Valid)
Practicality Testing
- Student response score: 93% (Very Practical)
- Teacher response score: 99% (Very Practical)
Students reported that the Treasure Hunt format was exciting, the visual design attracted their attention, and the QR-code-based activities made learning more enjoyable. Teachers highlighted the ease of implementation, alignment with learning objectives, and the media’s ability to increase classroom participation.
Implications for Education
The research suggests that combining physical game elements with digital learning platforms can create a more active and student-centered classroom environment. By integrating exploration, collaboration, problem-solving, and educational games, DeenPath Card offers an alternative to traditional instruction in Islamic Religious Education.
According to the researchers from Universitas Negeri Makassar, the integration of Treasure Hunt activities, QR-code-enabled missions, and Wordwall games creates a collaborative and engaging learning experience that aligns with the developmental characteristics of elementary school students.
The findings may be relevant not only for religious education but also for broader discussions about educational technology, digital literacy, and classroom innovation. Schools seeking to improve student engagement could adapt similar approaches for other subjects where motivation and participation remain challenges.
The study also highlights the growing importance of educational tools that blend physical interaction with digital technology, enabling students to learn through movement, teamwork, and interactive challenges rather than passive instruction alone.
Limitations and Future Research
The researchers note that the project focused only on the development stage and did not proceed to full implementation and effectiveness testing. Future studies are recommended to evaluate whether DeenPath Card produces measurable improvements in learning outcomes and long-term learning interest across a broader range of schools and student populations.
Author Profiles
Lukman is a researcher from Universitas Negeri Makassar whose work focuses on educational innovation and learning media development.
Ahmad Fadhil Ismail is an academic from Universitas Negeri Makassar specializing in educational technology, instructional design, and classroom learning innovation.
Naufal Qadri Syarif is a researcher and corresponding author from Universitas Negeri Makassar whose interests include Islamic Religious Education, digital learning media, and educational technology integration.
Source
Article Title: Development of DeenPath Card Media Based on Treasure Hunt Integrated with Wordwall to Facilitate Elementary School Students Interest in Learning Islamic Religious Education and Character Education
Authors: Lukman, Ahmad Fadhil Ismail, Naufal Qadri Syarif
Institution: Universitas Negeri Makassar
Publication Year: 2026
Journal: International Journal of Sustainable
Applied Sciences (IJSAS)
DOI: https://doi.org/10.59890/ijsas.v4i7.18
Official URL: http://ijsasjournal.my.id/index.php/ijsas

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