Game-Based Learning in Teaching Islamic Banking: A Role-Play Approach to Enhance Students’ Engagement and Understanding Among Sharia Economics Students

Authors

  • Tira Nur Fitria Institut Teknologi Bisnis AAS Indonesia, Indonesia

DOI:

https://doi.org/10.29040/jiei.v11i06.18485

Keywords:

Game-Based Learning, Islamic banking, role-play simulation, Sharia Economics, Teller–Customer simulation, Customer Service–Customer simulation

Abstract

This research describes the use of Game-Based Learning (GBL), specifically through a role-play approach, in teaching Islamic banking concepts to Sharia Economics students. This study aims to understand how role-play activities—such as acting as a teller, customer role-play, and customer service–customer role-play simulation in simulated Islamic banking transactions. This study adopts a library research design to examine the effectiveness of GBL through role-play simulations in Islamic banking education by analyzing and synthesizing findings from previous empirical studies conducted between 2015 and 2025 in the field of Sharia Economics. The author selected the Teller–Customer and Customer Service–Customer simulations because these roles represent the essential front-line interactions in Islamic financial institutions, where ethical service, effective communication, and strict Sharia compliance are fundamental. Through these real-world simulations, the study successfully transformed traditional, theory-based classroom instruction into a practice-oriented and ethically grounded learning experience. This approach enabled students to develop not only technical competence in Sharia-based financial transactions but also the moral awareness and interpersonal skills necessary for professional performance in the Islamic finance industry. The Teller–Customer simulation provided an interactive, experiential learning environment that connected theoretical Islamic financial concepts with practical application. Students performed realistic teller–customer interactions in a simulated Sharia banking setting, engaging in tasks such as account opening, zakat deposits, and murābaḥah financing. This hands-on experience allowed them to apply Islamic ethical principles such as amānah (trust), ʿadl (justice), and ikhlāṣ (sincerity) in real communication and transaction scenarios. Under instructor supervision, the simulation developed students’ technical competence in handling Islamic banking operations and soft skills such as empathy, communication, and professionalism. Reflection sessions reinforced their moral reasoning, honesty, and fairness, transforming the classroom into a space for both intellectual and ethical growth. Similarly, the Customer Service–Customer simulation immersed students in realistic Sharia-compliant service interactions, emphasizing the integration of knowledge (‘ilm), practice (‘amal), and ethics (akhlāq). Students alternated between the roles of Customer Service Officers (CSOs) and Customers to experience firsthand the values and practices of Islamic banking professionalism. Guided by instructors acting as Sharia supervisors, they engaged in scenarios like product inquiries, complaint resolution, and financing guidance while upholding Islamic communication ethics (adab al-khithāb). The simulation improved students’ mastery of Islamic banking concepts—such as murābaḥah, mudārabah, and wadi‘ah—while fostering ethical traits like honesty, justice, and compassion. Both simulations demonstrated that Game-Based Learning (GBL) through role-play effectively bridges theory and practice, nurturing competence, confidence, and moral integrity in students preparing for careers in Islamic financial institutions.

 

References

Abdillah, M. I., Hunaida, W. L., & Muqit, A. (2025). Digitalization of Islamic Education Learning through Interactive Educational Games. Edudeena : Journal of Islamic Religious Education, 9(1), 67–76. https://doi.org/10.30762/edudeena.v9i1.4230

Arifin, Z., & Mohune, A. R. (2024). Innovation of Learning Methods in Islamic Education Management Applying Gamification to Increase Learning Interest. PLEASE (Proceedings of Law, Education, and Socio-Economic Studies), 1(1), 85–98.

Banchit, A., Zainuddin, P. F. A., Lai, T. W., & Abidin, S. Z. (2025). Enhancing Understanding of Riba in Islamic Finance: An empirical study of a gaming intervention. Environment-Behaviour Proceedings Journal, 10(SI30), 89–96. https://doi.org/10.21834/e-bpj.v10iSI30.6882

Fitria, T. N. (2021). Creating Sensation Of Learning In Classroom: Using “Gather Town” Platform Video Game-Style For Virtual Classroom. Education and Human Development Journal, 6(2), 30–43. https://doi.org/10.33086/ehdj.v6i2.2106

Fitria, T. N. (2023a). A Library Research in English Education Research: A Guidance for Researchers in Writing Non-Research Articles. Prosiding Seminar Nasional & Call for Paper STIE AAS, 6(1). https://prosiding.stie-aas.ac.id/index.php/prosenas/article/view/266

Fitria, T. N. (2023b). Integrating English Language Teaching (ELT) Into Islamic Boarding Schools: A Review of Strategy and Challenges. Journal of English Language and Pedagogy (JELPA), 1(2), 64–78. https://doi.org/10.51826/jelpa.v1i2.772

Fitria, T. N. (2024). Qualitative Research Method in Education Field: A Guide for Researchers, Lecturers and Students (Metode Penelitian Kualitatif di Bidang Pendidikan : Panduan bagi Peneliti, Dosen dan Mahasiswa). Eureka Media Aksara. https://repository.penerbiteureka.com/publications/578908/

Hamzah, S. R., Sha’ari, U., Ishak, N., & Rasedee, A. (2025, July 17). Cash Trail Adventure: Gamified Learning for Numeracy, Financial Literacy, and Islamic Finance in the 4IR Era. NATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES 2025 (NCENT2025).

Hartan, W., Khodijah, N., & Wigati, I. (2025). Development of Word Wall Game Media for Fiqh E-Learning Through a Blended Cooperative Learning Model. Eduprof : Islamic Education Journal, 6(2), 63–75. https://doi.org/10.47453/eduprof.v6i2.281

Khoo, Y. Y., Siraj, S., Noor, M. A. M., Seng, W. Y., Ramdan, M. R., & Hadi, F. S. A. (2025). Augmented reality board game in promoting financial literacy among Malaysia secondary school students. International Journal of Evaluation and Research in Education (IJERE), 14(1), 472–481. https://doi.org/10.11591/ijere.v14i1.29032

Kurniawan, R., Priharta, A., & Sopa, S. (2025). The Influence of Digital Literacy, Game-Based Methods, and Religiosity Attitude on Zakat Knowledge in Al-Islam and Muhammadiyahan Learning. Asian Journal of Social and Humanities, 3(12), 2095-2114. https://doi.org/10.59888/ajosh.v3i12.617

Oktaviani, D. I., Gusnardi, G., Caska, C., Suarman, S., & Indrawati, H. (2025). Enhancing Financial Literacy Through Educational Game-Based Learning Materials. Al Qalam: Jurnal Ilmiah Keagamaan Dan Kemasyarakatan, 19(1), 534–555. https://doi.org/10.35931/aq.v19i1.3994

Platz, L., & Jüttler, M. (2022). Game-based learning as a gateway for promoting financial literacy – how games in economics influence students’ financial interest. Citizenship, Social and Economics Education, 21(3), 185–208. https://doi.org/10.1177/14788047221135343

Pradana, Y., & Aisyah, N. (2024). Enhancing Islamic Jurisprudence Learning through Addie-Based Game Development: An Empirical Study. EDUCARE: Jurnal Ilmu Pendidikan, 3(2), 63–72. https://doi.org/10.71392/ejip.v3i2.39

Pratiwi, A., Nazira, K., Pramugita, M. E., Aryani, M., Sobar, M. A., & Azizah, N. (2025). Learning Interest: How Does The Experimentation of The Game-Based Learning Models? Action Research Journal Indonesia (ARJI), 7(2), 1026–1042. https://doi.org/10.61227/arji.v7i2.429

Putri, S. A. D. M. (2025). The Effect Of Serious Board Game Learning Media On Fiqh Learning Outcomes Of Assalaam Islamic Boarding School Students, Solo. [Undergraduater, Universitas Darussalam Gontor]. https://repo.unida.gontor.ac.id/7172/

Rahim, M. A., Afthanorhan, A., Ilias, N. F., Zin, N. M., Abdullah, N. A., & Ahmad, J. I. (2021). Preliminary Study on Educational Game-based Learning Approach in Financial Accounting Course: Bicycle Accounting Classification Game. Revista Gestão Inovação e Tecnologias. https://www.semanticscholar.org/paper/Preliminary-Study-on-Educational-Game-based-in-Game-Rahim-Afthanorhan/073c962e91198b3ed5ee17287c68e3a0f606bae4

Rahman, A. A., Sahrir, M. S. bin, Zainuddin, N., & Khafidz, H. A. (2018). Evaluating Global Zakat Game (GZG) Board Game in Enhancing Zakat Education. Journal of Education and Learning (EduLearn), 12(4), 739–746. https://doi.org/10.11591/edulearn.v12i4.9688

Sari, R. C., Sholihin, M., Putritama, A., Sari, A. R., & Hermawan, H. D. (2024). Virtual Reality-Based Media for Islamic Financial Literacy: A Shift in the New Anti-Usury Educational Strategy. Journal of Technology and Humanities, 5(1), 1–12. https://doi.org/10.53797/jthkkss.v5i1.1.2024

Seppewali, A., Yanti, R. W., Said, S. M., Adivar, A., Rosmila, & Guntur, B. (2024). Interactive Edugame For Teaching Data And Sharia Financial Literacy In Integrated Islamic Elementary Schools. Symmetry: Pasundan Journal of Research in Mathematics Learning and Education, 9(2), 126–136. https://doi.org/10.23969/symmetry.v9i2.20520

Shafii, S. H., Salleh, S., Ibrahim, N., Arif, H., Alwi, K., & Sapian, S. (2018). Educating children on financial management using an interactive tool: A case study on product development stages for Muamalat interactive game. https://www.semanticscholar.org/paper/Educating-children-on-financial-management-using-an-Shafii-Salleh/775ab1942172c01040dd709fc2e27305850654a8

Shahwan, S., Shafii, Z., Salleh, S., Ibrahim, N., Arif, H. M., Alwi, K., & Sapian, S. M. (2015). An experiment on Shariah-based personal financial transactions using a business game. International Journal of Business, Economics and Law, 8(1), 61–66.

Shahwan, Z. S., Syahidawati, Salleh, S., Ibrahim, N., Arif, H. M., Alwi, K., & Sapian, S. M. (2018). Educating children on financial management using an interactive tool: A case study on product development stages for Muamalat interactive game. Reports on Economics and Finance, 4(4), 159–171. https://doi.org/10.12988/ref.2018.8115

Sitorus, A., Munthe, L., Harahap, K. P., & Erni. (2024). The Application of Game-Based Learning to Increase Students’ Interest and Enthusiasm in Studying Islamic Religious Education Lessons Class V at SD Negeri 097815 Sibalok Balok Bosar Maligas District, Simalungun Regency Academic Year 2024/2025. Jurnal Profesionalisme Guru, 1(3), 464–469.

Sungkawaningrum, F., Irawati, Y., Ayuningsih, S. D., & Faizudin, M. (2025). Islamic Banking Learning Through Educational Games: Building Islamic Financial Awareness in Children. Al-Mashrof (Journal Islamic Banking And Finance), 1(2), 110–118.

Urifah, S. A., Ma’ruf, A., & Muhammada. (2024). Inovasi Pembelajaran Game Studies Pada Materi Fiqih Di MA Darut Taqwa Purwosari Pasuruan. Al-Abshor : Jurnal Pendidikan Agama Islam, 1(4), 374–385. https://doi.org/10.71242/q8whxz47

Wathon, A. (2024). Design of Educational Games Based on Sharia For Early Childhood. Jurnal Teknologi Pembelajaran, 1(1), 25–43.

Zainuddin, M., Mardianto, M., & Matsum, H. (2023). Development of Game-Based Learning Media on Islamic Religious Education Materials. Nazhruna: Jurnal Pendidikan Islam, 6(1), 13–24. https://doi.org/10.31538/nzh.v6i1.2824

Downloads

Published

01-12-2025

How to Cite

Fitria, T. N. (2025). Game-Based Learning in Teaching Islamic Banking: A Role-Play Approach to Enhance Students’ Engagement and Understanding Among Sharia Economics Students. Jurnal Ilmiah Ekonomi Islam, 11(06). https://doi.org/10.29040/jiei.v11i06.18485

Citation Check

Similar Articles

<< < 110 111 112 113 114 115 116 117 118 119 > >> 

You may also start an advanced similarity search for this article.

Most read articles by the same author(s)

1 2 > >>