"ISYRAH" (INTERACTIVE SHARIA READER): A DIGITAL KITAB KUNING READER APPLICATION WITH I'RAB VISUALIZATION BASED ON GAMIFIED LEARNING

Authors

  • Ahsanu Nadiyya Universitas Darussalam Gontor, Indonesia; Jl. Raya Siman No.Km. 5, Dusun I, Demangan, Kec. Siman, Kabupaten Ponorogo, Jawa Timur 63471
  • Nur Fera Khalifah Universitas Darussalam Gontor, Indonesia; Jl. Raya Siman No.Km. 5, Dusun I, Demangan, Kec. Siman, Kabupaten Ponorogo, Jawa Timur 63471

Keywords:

ISYRAH, Kitab Kuning, I'rab, Mobile-Assisted Language Learning (MALL), Gamification, Pesantren

Abstract

Kitab Kuning is a central component of Islamic education in Indonesian pesantren. However, teaching its linguistic foundations, particularly Nahwu-Shorof and I’rab analysis, remains challenging in the digital era. Traditional Grammar-Translation methods are often time-consuming and cognitively demanding, requiring students (santri) to spend approximately 50–60 minutes analyzing a single page through manual I’rab parsing and dictionary consultation. This repetitive process can reduce motivation and limit the amount of material covered during an academic semester. To address these challenges, this study proposes ISYRAH (Interactive Sharia Reader), a digital application designed specifically for the pesantren environment. The application is based on the Mobile-Assisted Language Learning (MALL) framework, which supports flexible and accessible learning through mobile devices. It also incorporates gamification elements to make I’rab analysis more engaging and motivating for learners. This research employs a descriptive-analytical method combined with a systems development approach. The study begins by identifying existing learning conditions in partner pesantren, including the time required for manual I’rab analysis and the cognitive difficulties faced by santri in mastering Nahwu-Shorof. A literature review of MALL and gamification provides the theoretical foundation for the proposed solution. The study hypothesizes that ISYRAH, through contextual I’rab visualization and gamified learning activities, can improve learning efficiency by reducing I’rab analysis time by up to 40% compared to conventional methods. The expected outcome is a user-friendly mobile application that bridges traditional Islamic scholarship and modern educational technology. ISYRAH is anticipated to enhance learning effectiveness, support more meaningful text interpretation, strengthen the adaptive image of pesantren, and contribute to the achievement of Sustainable Development Goal (SDG) 4 on inclusive and quality education.

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Submitted

2026-05-30

Published

2026-04-20