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Revitalisasi Pembelajaran Pendidikan Agama Islam Melalui Tes Berbasis Komputer: Evaluasi Kualitas Pendidikan Islam Di SMA Negeri 2 Semarang Abdul Hamid; Sianto Sianto; Nurul Anwar
Istifkar: Media Transformasi Pendidikan Vol 6 No 1 (2026): Istifkar: Media Transformasi Pendidikan
Publisher : Sekolah Tinggi Islam Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62509/ji.v6i1.405

Abstract

Transformasi digital dalam sistem evaluasi pendidikan menuntut pembelajaran Pendidikan Agama Islam beradaptasi melalui pemanfaatan tes berbasis komputer yang lebih objektif, efisien, dan terukur. Namun implementasinya di sekolah menengah masih menghadapi tantangan integrasi pedagogis dan penguatan nilai religius peserta didik. Penelitian ini bertujuan menganalisis proses revitalisasi pembelajaran Pendidikan Agama Islam melalui tes berbasis komputer serta mengevaluasi kontribusinya terhadap peningkatan kualitas pendidikan Islam di SMA Negeri 2 Semarang. Penelitian ini menggunakan pendekatan kualitatif dengan desain studi lapangan. Data dikumpulkan melalui observasi, wawancara mendalam, dan dokumentasi, kemudian dianalisis secara interaktif melalui reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa penerapan tes berbasis komputer meningkatkan efektivitas evaluasi pembelajaran, memperkuat objektivitas penilaian, mempercepat umpan balik hasil belajar, serta mendorong peningkatan literasi digital peserta didik dan guru. Namun optimalisasi implementasi masih memerlukan penguatan kompetensi pedagogis digital dan integrasi aspek afektif dalam evaluasi PAI. Penelitian ini menyimpulkan bahwa tes berbasis komputer berperan strategis dalam meningkatkan kualitas pembelajaran Pendidikan Agama Islam berbasis teknologi. Penelitian selanjutnya disarankan mengembangkan model evaluasi digital yang terintegrasi dengan penguatan karakter religius peserta didik.
Game-Based Learning as a Pedagogical Innovation Model in Islamic Education Abdul Hamid; Mahmutarom Mahmutarom; Sari Hernawati
Edusoshum : Journal of Islamic Education and Social Humanities Vol. 6 No. 2 (2026)
Publisher : Ikatan Cendikiawan Ilmu Pendidikan Islam (ICIPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52366/edusoshum.v6i2.433

Abstract

This study investigates the implementation of Game-Based Learning (GBL) as an innovative pedagogical model in contemporary Islamic Education at MTs Negeri 1 Kota Semarang. The research was motivated by the continued use of conventional teaching methods, which often resulted in low student engagement, limited interaction, and reduced learning motivation among Grade VIII students. Employing a qualitative case study approach, data were collected through classroom observations, semi-structured interviews, and documentation analysis involving Islamic Religious Education teachers and students. The findings indicate that the use of digital platforms such as Quizizz, Kahoot, and Wordwall transformed the learning process into a more interactive, collaborative, and student-centered experience. Students showed higher participation, stronger motivation, improved teamwork, and better understanding of fiqh and Islamic Cultural History materials. Moreover, teachers adapted their roles from traditional knowledge transmitters to learning facilitators. The study also found that GBL effectively integrated Islamic values, including honesty, responsibility, cooperation, and discipline, making it a promising approach for enhancing learning effectiveness in modern madrasah education.