Main Article Content

Abstract

This study aims to describe students’ learning experiences through the use of a science puzzle game in the Quran Hadith subject for Grade VII students at MTsN 1 Majene. This research employed a qualitative descriptive approach involving students who participated actively in learning using the game-based media. Data were collected through observation, interviews, and documentation, and analyzed using the interactive model of Miles and Huberman. The results show that the integration of a science puzzle game enhances student engagement, supports contextual understanding of Quranic verses related to scientific phenomena, and encourages collaborative learning. Students reported increased motivation, enjoyment, and a stronger grasp of the connection between religious texts and natural phenomena. The game also fostered critical thinking as students analyzed, matched, and connected puzzle elements with relevant Quranic messages. This study implies that interactive game-based media can serve as an effective alternative in Islamic education, providing a more meaningful learning experience that aligns with modern educational demands.

Keywords

game-based learning science puzzle Quran Hadith learning experience

Article Details

How to Cite
Wahab, A., Zulmiswal Suherli, & Fitriati, R. (2025). PENGALAMAN BELAJAR SISWA MELALUI PENGGUNAAN GAME PUZZLE IPA PADA MATA PELAJARAN QURAN HADIS DI KELAS VII MTSN 1 MAJENE. El-Fakhru, 4(2), 132–145. https://doi.org/10.46870/elfakhru.v5i1.2070

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