Efektivitas Model Level-Based Mission untuk Pembelajaran Huruf Hijaiyah
Keywords:
Game Edukasi Islam; Level-Based Learning; Scaffolding; Hijaiyah; Survival Horror.Abstract
Learning basic Hijaiyah letters often faces challenges in maintaining student attention, especially with conventional methods that are repetitive and verbal in nature. Although game-based learning has been widely adopted, most are still stuck with simple quiz mechanics that do not facilitatea gradual learning structure (scaffolding). This study aims to analyze the Level Based Mission model in an educational survival horror game titled "Jejak Hijaiyah: Perisai Ayat dan Sang Penjelajah" (Traces of Hijaiyah: Shield of Verses and the Explorer). The method used is a qualitative descriptive analysis of the game design document by comparing it with Cognitive Load theory and the principle of Chunking. The analysis results show that the mission structure, which divides the 28 Hijaiyah letters into 7 levels (4 letters per phase), fulfills the principle of progressive mastery, where the cognitive load of students is managed gradually. In addition, the maze exploration mechanism and reward system in the form of “area purification” offer a stronger active discovery learning approach compared to the typical drag-and-drop model. The conclusion of this study suggests that the leveled mission model in the survival genre can be an effective alternative to improve memorization retention through emotional engagement and a systematic learning structure.
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