ABSTRAK Penelitian bertujuan mendeskripsikan penerapan model Case Based Learning dan Gamification dalam pembelajaran pendidikan Agama Islam pada siswa generasi Z di MAN Bulungan sebagai strategi pembejaran yang mampu meningkatkan keaktifan dan kemampuan berpikir kritis. Metode yang digunakan yaitu kuantitatif deskriptif dengan teknik pengumpulan data seperti literatur berbagai jurnal dan buku yang relevan. Hasil penelitian menunjukkan bahwa model Case Based Learning dan Gamification mengubah pembelajaran konvensional menjadi dinamis. Kesesuaian dengan karakteristik siswa generasi Z, penerapan model ini lebih mudah dipahami dalam konsep ajaran Islam ketika materi dihubungkan langsung dengan studi kasus nyata di masyarakat. Suasana pembelajaran dalam kelas lebih interaktif dan menyenangkan . Dalam efektifitas, model Case Based Learning dan Gamification memiliki sinergi dalam pembelajaran yang adaptif di era digital dan sangat di sukai oleh generasi Z. Hal ini didukung oleh kajian akademik yang menunjukkan bahawa kedua model ini secara signifikan mendorong dan meningkatkan keaktifan, pemahaman, berpikir kritis dan pengalaman nilai-nilai islam sesuai dengan mengikuti karakteristik siswa genarasi Z. ABSTRACT This study aims to describe the implementation of Case-Based Learning and Gamification models in Islamic Religious Education for Generation Z students at MAN Bulungan, serving as an instructional strategy capable of enhancing student engagement and critical thinking skills. A descriptive quantitative method was employed, utilizing data collection techniques such as a review of relevant literature, including journals and books. The findings indicate that the Case-Based Learning and Gamification models transform conventional instruction into a dynamic learning experience. Aligned with the characteristics of Generation Z students, these models facilitate a better understanding of Islamic teachings by directly linking the material to real-world case studies. The classroom atmosphere becomes more interactive and enjoyable. In terms of effectiveness, the synergy between Case-Based Learning and Gamification creates an adaptive learning environment suited to the digital era—one that strongly appeals to Generation Z. This is supported by academic research demonstrating that these models significantly foster and enhance engagement, comprehension, critical thinking, and the practical application of Islamic values, all while catering to the specific characteristics of Generation Z students.