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Enhancing Waqf Literacy through Educational Games: A Field Experiment in Indonesia

Published online by Cambridge University Press:  10 October 2026

Lisa Listiana*
Affiliation:
Faculty of Economics and Business Universitas Indonesia , Indonesia
Tika Arundina
Affiliation:
Faculty of Economics and Business Universitas Indonesia , Indonesia
Risna Triandhari
Affiliation:
Faculty of Economics and Business Universitas Indonesia , Indonesia
Irma Himmatul Aliyyah
Affiliation:
Universitas Mercu Buana , Indonesia
Hanudin Amin
Affiliation:
Universiti Malaysia Sabah , Malaysia
*
Corresponding author: Lisa Listiana; Email: lisa.listi06@ui.ac.id
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Abstract

Waqf (Islamic endowment) has great potential to improve community welfare, reduce inequality, and contribute to higher national economic growth. However, low public literacy remains a major challenge. Stronger efforts are needed to enhance literacy, intention, and participation in waqf. In this context, technology plays an important role in modern society by shaping various aspects of daily life and decision-making, while also accelerating digital inclusion, which can support the adoption of waqf. This research aims to analyze the impact of the Roblox-based educational game, Giving Legacy, on Indonesian high school students’ knowledge and intention toward waqf. The study uses the theory of planned behavior as its underlying framework. Field experiments were conducted, and before-after questionnaires were collected during the Waqf Goes to School program in eight schools from September 2024 to February 2026. A total of 671 questionnaires were collected, and 520 valid responses were retained for analysis. Data were analyzed using the Wilcoxon test and Partial Least Squares Structural Equation Modeling (PLS SEM). A control group was included within this sample to further strengthen and validate the results. The study found that the game-based learning (GBL) intervention significantly improved students’ knowledge and intention toward waqf. The Wilcoxon test results confirmed a significant difference between pre- and post-test scores. Post-intervention PLS-SEM analysis showed that all variables, including attitude, were significant predictors of intention. These results highlight the potential of GBL to enhance both cognitive and attitudinal dimensions of waqf learning, supporting its use for engaging youth in Islamic philanthropy.

Information

Type
Research Paper
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2026. Published by Cambridge University Press on behalf of International Society for Third-Sector Research
Figure 0

Fig. 1 Pre-game model.Source: Figure by authors.Fig. 1 long description.

Figure 1

Fig. 2 Post-game model.Source: Figure by authors.Fig. 2 long description.

Figure 2

Table 1. Descriptive statistics resultsTable 1 long description.

Figure 3

Table 2. Respondents’ willingness to give for waqf in the treatment groupTable 2. long description.

Figure 4

Fig. 3 Pre-game result.Source: Figure by authors.Fig. 3 long description.

Figure 5

Fig. 4 Post-game result.Source: Figure by authors.Fig. 4 long description.

Figure 6

Table 3. Comparison of path analysis before and after the Giving Legacy interventionTable 3. long description.

Figure 7

Table 4. Model explanatory power (R2)Table 4. long description.

Figure 8

Table 5. Correlation between latent variables and discriminant validity in post-gameTable 5. long description.

Figure 9

Table 6. Change in the willingness to give (pre–post)Table 6. long description.