Learning Fiqh Joyfully: Developing Snakes and Ladders Game to Enhance Students' Understanding of Thaharah

Authors

  • Ainun Munzidah Universitas Pesantren Tinggi Darul Ulum Jombang
  • Miftakhul Ilmi Suwignya Putra Universitas Pesantren Tinggi Darul Ulum Jombang https://orcid.org/0000-0002-5265-6461
  • Lilik Maftuhatin Universitas Pesantren Tinggi Darul Ulum Jombang
  • Anjuma Paradisa Universitas Pesantren Tinggi Darul Ulum Jombang
  • Amjad Ali Jokhio Al Kawthar University Karachi Pakistan

DOI:

https://doi.org/10.30762/edudeena.v9i2.6803

Keywords:

Fiqih, Thaharah, Learning Media, Snakes and Ladders

Abstract

This study was driven by the lack of students’ interest and understanding in learning Fiqh, particularly in the topic of thaharah, despite the fact that it is a fundamental concept for every Muslim. A contributing factor to this issue is thought to be the limited use of innovative and engaging learning media. This research aims to develop a learning media (snakes and ladders) to enhance student learning outcomes in Fiqh, focusing on thaharah, at MTs Babussalam Kalibening Jombang. The study employs a Research and Development (R&D) approach, adapting the ten-step model by Borg & Gall. These steps include data collection, planning, initial product development, individual trials, product revision, small group trials, second revision, and large group trials. The resulting product is a large-scale snakes and ladders game integrated with a quiz related to thaharah content. Validation results show that it received an average score of 4.2 from media experts (valid), 4.25 from subject matter experts (very valid), and 4.3 from practitioners/teachers (very valid). Trial implementations (individual, small group, and large group) revealed high levels of student engagement. This is also supported by the result of post test that shows improvement in learning outcomes. In conclusion, the snakes and ladders media is feasible and effective for improving students’ learning outputs in Fiqh subject.

Downloads

Download data is not yet available.

References

Anwar, A., Hakim, M. L., & Rasyid, M. (2023). Pengembangan Suplemen Bahan Ajar Digital Materi Hadits Tarbawi Untuk Mahasiswa Iain Kediri. SIPTEK : Seminar Nasional Inovasi Dan Pengembangan Teknologi Pendidikan, 1(1).

Asiah, S., Maftuhatin, L., & Karomah, L. (2023). Implementasi Media Papan Kantong Pancasila Untuk Meningkatkan Pemahaman Konsep Ppkn Madrasah Ibtidaiyah Ar-Rohmah Betek Mojoagung Jombang. Jurnal Pendidikan Dasar Islam, 5(2), 27–52.

Borg, W. R., & Gall, M. D. (1983). Educational Research: An Introduction. Longman.

Dinana, I. (2025). Tantangan Thaharah Di Era Modern. Qolamuna: Jurnal Studi Islam, 10(02), 238–247.

Erfina. (2012). Penerapan Strategi Prediction Guide Untuk Meningkatkan Hasil Belajar Matematika Murid Kelas III SD Negeri 030 Tampan Pekanbaru [Skripsi]. Universitas Islam Negeri Sultan Syarif Kasim Riau.

Fauziyah, R. (2014). Pemanfaatan Kardus Bekas Sebagai Media Pembelajaran Untuk Memperkenalkan Tempat Ibadah Pada Anak Usia Dini. Cakrawala Dini: Jurnal Pendidikan Anak Usia Dini, 5(2). https://doi.org/10.17509/cd.v5i2.10506

Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers and Education, 80, 152–161. https://doi.org/10.1016/j.compedu.2014.08.019

Irawan, A., Sihkabuden, S., & Sulthoni, S. (2018). Pengembangan Media Video Pembelajaran Biologi Pembuatan Tempe dan Yoghurt. Jurnal Inovasi Dan Teknologi Pembelajaran, 3(2), 105–109. https://doi.org/10.17977/um031v3i22017p105

Kholidah, D. R., & Fitriah, I. L. (2024). Pengembangan Media Ular Tangga Digital Untuk Meningkatkan Hasil Belajar Siswa Kelas V Madrasah Ibtidaiyah Thoriqoh Hidayah. AKSELERASI: Jurnal Pendidikan Guru MI, 5(1), 56–66.

Marcela, R., Idris, M., & Aryaningrum, K. (2022). Pengembangan Media Permainan Ular Tangga dalam Pembelajaran IPS Siswa Kelas IV SD Negeri 138 Palembang. Journal on Teacher Education, 4(1), 54–61. https://doi.org/10.31004/jote.v4i1.5680

Maryam, S., Sutaman, S., Huda, M., Rasyid, M., & Dissanayake, B. Y. (2025). Student Engagement with the Arabic Language on Social Media: A Media Exposure Approach to Language Learning. Izdihar : Journal of Arabic Language Teaching, Linguistics, and Literature, 8(1), 87–104. https://doi.org/10.22219/jiz.v8i1.36201

Mazidatulfaizah, M. (2021). Penerapan Model Pembelajaran Two Stay Two Stray Untuk Meningkatkan Kemampuan Memahami Teks Naratif Berbahasa Arab. Edudeena : Journal of Islamic Religious Education, 5(2), 136–146. https://doi.org/10.30762/ed.v5i2.3927

Ministry of Education. (2003). Undang Undang Sistem Pendidikan Nasional No. 20 Tahun 2003.

Nurjanah, E., Widiyaningsih, P. M., & Rohmah, I. (2023). Penggunaan Media Kartu Domino untuk Meningkatkan Penguasaan Kosakata Bahasa Arab di Madrasah Ibtidaiyah Miftahul Huda Tanjunganom Diwek Jomban. Jurnal Pendidikan Dasar Islam, 5(2), 53–81.

Nurrita, T. (2018). Pengembangan Media Pembelajaran Untuk Meningkatkan Hasil Belajar Siswa. MISYKAT: Jurnal Ilmu-Ilmu Al-Quran Hadits Syari’ah Dan Tarbiyah, 3(1), 171–210. https://doi.org/10.33511/misykat.v3n1.171-210

Pasaribu, H. A. (2022). Pengaruh Edukasi Thaharoh (Bersuci) Terhadap Peningkatan Kesehatan Masyarakat Melalui Kegiatan Posyandu Di Desa Gapuk Tua. Jurnal Kesehatan Ilmiah Indonesia (Indonesian Health Scientific Journal), 7(1), 165–171. https://doi.org/10.51933/health.v7i1.795

Piaget, J. (1974). Science of Education and the Psychology of the Child. Viking Press.

Putra, M. I. S., Wardani, I. K., & Millah, K. (2023). Implemetasi Media Papan Waktu Untuk Meningkatkan Hasil Belajar Matematika Siswa di Madrasah Ibtidaiyah Annashiriyah Ngumpul Jogoroto Jombang. Jurnal Pendidikan Dasar Islam, 5(2), 133–153.

Rasyid, M. (2017). Pengembangan Bahan Ajar Materi Klasifikasi Kata Bahasa Arab Menurut Perspektif Tammam Hassan. Asalibuna, 1(02), 1–13. https://doi.org/10.30762/asa.v1i2.827

Rohmah, S. (2025). Peningkatan Pemahaman Siswa terhadap Materi Thaharah melalui Metode Demonstrasi pada Mata Pelajaran Fikih di Kelas IV MIS Nurul Falah Panyairan, Petir, Serang. Jurnal Studi Tindakan, 01, 86–89.

Sunarti, S., M, A., & Vebrianto, R. (2020). Pengembangan Media Pembelajaran Ular Tangga Sains Untuk Mendukung Pemahaman Konsep Belajar IPA di Sekolah Dasar. EduHumaniora | Jurnal Pendidikan Dasar Kampus Cibiru, 12(1), 76–80. https://doi.org/10.17509/eh.v12i1.18508

Vygotsky, L. . (1978). Mind in society: The Development of Higher Psychological Processes (M. Cole, V. John-Steiner, S. Scribner, & E. Souberman (eds.)). Harvard University Press. https://w.pauldowling.me/rtf/2021.1/readings/LSVygotsky_1978_MindinSocietyDevelopmentofHigherPsycholo.pdf

Wati, A. (2021). Pengembangan Media Permainan Ular Tangga untuk Meningkatkan Hasil Belajar Siswa Sekolah Dasar. Mahaguru: Jurnal Pendidikan Guru Sekolah Dasar, 2(1), 68–73.

Yaumi, M. (2017). Prinsip-Prinsip Desain Pembelajaran: Disesuaikan Dengan Kurikulum 2013 Edisi Kedua. Kencana.

Downloads

Published

2025-12-29

How to Cite

Munzidah, A., Putra, M. I. S., Maftuhatin, L., Paradisa, A., & Jokhio, A. A. (2025). Learning Fiqh Joyfully: Developing Snakes and Ladders Game to Enhance Students’ Understanding of Thaharah. Edudeena : Journal of Islamic Religious Education, 9(2), 121–134. https://doi.org/10.30762/edudeena.v9i2.6803

Issue

Section

Articles