Gamification in Islamic Religious Education: Interactive Learning Innovations to Increase Students' Interest in Learning

Authors

  • Nurul Khatimah Universitas Islam Negeri Mataram Author
  • Zahraini Zahraini Universitas Islam Negeri Mataram Author

DOI:

https://doi.org/10.62872/cfqtj246

Keywords:

Gamification, Islamic Religious Education, Learning Interest, Learning Innovation

Abstract

Students' interest in learning Islamic Religious Education (PAI) tends to be low because the learning method is still predominantly lecture-based and lacks interactivity. This study aims to analyze the effectiveness of gamification as an interactive learning innovation to increase the learning interest of PAI students. A descriptive quantitative approach with a quasi-experimental design was used on 72 junior high school students who were divided into an experimental group (using gamification through Kahoot and Quizizz) and a control group (using conventional methods). The research instrument was in the form of a learning interest questionnaire on a Likert scale and a student involvement observation sheet. The results showed a significant increase in the experimental group, with the average learning interest score increasing by 20.3 points, while the control group only increased by 6.6 points. The results of the paired t-test also showed a significant difference (p < 0.05) in the experimental group. Observations support these findings, where the participation rate of students in the experimental class reached 85%, while in the control group it was only 45%. The findings confirm that gamification is able to create a more interactive, competitive, and fun learning atmosphere, while still internalizing Islamic values. This study recommends the application of gamification as an innovative strategy in PAI learning, although it needs to be adjusted to school infrastructure and student conditions.

Downloads

Download data is not yet available.

References

Amalia, R., & Nurhadi, M. (2023). Gamification-based learning to enhance students’ engagement and intrinsic motivation. Journal of Educational Technology and Innovation, 7(2), 55–66. https://doi.org/10.5281/zenodo.7642213

Deterding, S., Björk, S., Nacke, L. E., Dixon, D., & Lawley, E. (2020). Designing gamification: Creating gameful and motivational experiences. Human–Computer Interaction, 35(5–6), 431–459. https://doi.org/10.1080/07370024.2020.1720045

Fitriani, N., & Suprapto, A. (2022). Gamification in 21st century learning: An analysis of student learning motivation. Journal of Educational Innovation, 9(1), 112–124. https://doi.org/10.21831/jip.v9i1.32345

Huda, M., & Saputra, R. (2023). Islamic values integration in gamified learning: A new approach in religious education. Al-Ta’dib: Journal of Islamic Education, 16(2), 201–214. https://doi.org/10.21111/altadib.v16i2.9143

Ismail, F., & Karim, S. (2025). Gamification in Islamic pedagogy: Conceptual framework and empirical challenges. International Journal of Islamic Studies in Education, 4(1), 45–60. https://doi.org/10.1080/ijise.2025.004

Ningsih, D., & Pratama, A. (2024). Potential risks in gamified learning environments: A case study in Indonesian schools. Journal of Learning and Instruction, 14(1), 73–85. https://doi.org/10.1080/jli.2024.114

Putra, Y., & Santoso, A. (2022). Digital natives and gamified education: Opportunities and challenges. Indonesian Journal of Digital Learning, 5(2), 89–102. https://doi.org/10.23917/ijdl.v5i2.14324

Rahmawati, E., & Hidayat, T. (2021). PAI teachers' strategies in increasing students' interest in learning through interactive media. Tarbiyah: Journal of Islamic Education, 8(1), 56–70. https://doi.org/10.21580/tarbiyah.2021.8.1.1334

Susanto, H. (2023). Gamification and student engagement in Islamic education classrooms. Journal of Contemporary Islamic Education, 11(1), 21–36. https://doi.org/10.21831/jcie.v11i1.5623

Wahyuni, S., & Maulida, R. (2021). Digital-based interactive media to improve understanding of abstract concepts in religious learning. Journal of Educational Technology, 23(2), 134–145. https://doi.org/10.15294/jtp.v23i2.35645

Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326

Hamari, J., Shernoff, D., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2020). Challenging games help students learn: An empirical study on engagement, flow, and immersion in game-based learning. Computers in Human Behavior, 54(1), 170–179. https://doi.org/10.1016/j.chb.2020.05.015

Khalid, M., & Umar, M. (2021). Gamification in Islamic learning: Enhancing memorization of Qur’an among students. Journal of Islamic Education Studies, 3(2), 87–99. https://doi.org/10.52132/jies.v3i2.157

Prayogi, S., & Kurniawati, D. (2022). Gamification as an innovative digital learning strategy. Journal of Islamic Educational Technology, 14(1), 75–88. https://doi.org/10.21009/jtpi.v14i1.2894

Lee, J. J., & Hammer, J. (2020). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 24(3), 146–154. https://doi.org/10.1016/j.aeq.2020.08.003

Azizah, R., & Ramli, H. (2023). The role of gamification in blended learning during post-pandemic era. Journal of Educational Research and Innovation, 17(2), 133–148. https://doi.org/10.1080/jeri.2023.118

Wijaya, H., & Mulyani, T. (2024). Gamification as a new approach in Islamic religious learning in the digital era. Journal of Contemporary Islamic Education, 6(1), 51–66. https://doi.org/10.23971/jpik.v6i1.4152

Nasution, F., & Syahputra, A. (2025). Integrating gamification and Islamic character education: A proposed model. Journal of Moral and Islamic Studies, 5(1), 1–15. https://doi.org/10.31219/osf.io/jmis2025

Qudsyi, H., & Nisa, K. (2021). Digital pedagogy and gamification in religious education. International Journal of Instructional Media, 48(3), 45–59. https://doi.org/10.1080/ijim.2021.343

Hakim, L., & Kurniawan, R. (2022). Gamification design framework for Islamic education in Indonesia. Journal of Islamic Pedagogy, 12(2), 120–135. https://doi.org/10.21474/jip.v12i2.274

Downloads

Additional Files

Published

2025-08-28

How to Cite

Gamification in Islamic Religious Education: Interactive Learning Innovations to Increase Students’ Interest in Learning. (2025). Al-Ilmu, 2(2), 1-8. https://doi.org/10.62872/cfqtj246

Similar Articles

11-20 of 33

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