Integration of Islamic Religious Learning With Virtual Reality And Augmented Reality in E-Learning: Analysis of Opportunities And Challenges in The Technology Era

Authors

  • Nabila Raessal Manda Putri Islamic State University (UIN) Raden Mas Said Surakarta, Indonesia
  • Rustam Ibrahim Islamic State University (UIN) Raden Mas Said Surakarta, Indonesia
  • Fitri Wulandari Islamic State University (UIN) Raden Mas Said Surakarta, Indonesia

DOI:

https://doi.org/10.56633/jkp.v22i1.1447

Keywords:

Islamic Religious Education, Moral Awareness, Digital Generation, Character Education

Abstract

This research explores the integration of Virtual Reality (VR) and Augmented Reality (AR) in Islamic Religious Education (PAI) through an e-learning platform, focusing on opportunities, challenges, and effective implementation strategies. The purpose of this study is to assess how VR and AR technologies can enhance students' engagement, motivation, and understanding of abstract concepts in Islam, such as Islamic history, worship rituals, and holy sites, by providing an interactive and immersive learning experience. Using qualitative library research methods, this study analyzes existing literature on the use of VR and AR in education, particularly in religious studies, and evaluates the potential of these technologies to overcome the limitations of traditional learning methods. The study findings indicate that VR and AR offer significant opportunities for visualizing complex religious content, which can enhance student engagement and understanding. However, the study also identifies several challenges, such as high costs, limited access to necessary technology, and lack of training for educators. The study recommends strategic partnerships with technology providers to reduce costs, the use of cloud-based infrastructure to increase accessibility, and ongoing professional development for educators to ensure the effective use of these technologies. With the right support and strategies, VR and AR can transform Islamic religious education, making it more interactive, affordable, and digitally appropriate.

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Published

2026-08-30