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Intensity of Audiovisual Media Use and Student Interest in Learning Islamic Religious Education Aura Mahdiyyah; Alfian Tanjung
International Journal of Islamic Education, Research and Multiculturalism (IJIERM) Vol 8 No 1 (2026)
Publisher : The Islamic Education and Multiculturalism Foundation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47006/ijierm.v8i1.668

Abstract

Abstrak Penelitian ini dilatarbelakangi oleh masih rendahnya minat siswa dalam belajar Pendidikan Islam, meskipun fasilitas media pembelajaran, termasuk media audio-visual, semakin lengkap di sekolah. Penelitian ini bertujuan untuk mengetahui hubungan antara intensitas penggunaan media audio-visual dengan minat belajar Pendidikan Islam pada siswa kelas VII di MTs Al Muttaqin. Pendekatan yang digunakan adalah kuantitatif dengan metode korelasional. Populasi penelitian adalah seluruh siswa kelas VII, sedangkan sampel diambil dengan teknik simple random sampling. Data dikumpulkan melalui angket tertutup skala Likert yang mengukur intensitas penggunaan media audio-visual dan minat belajar Pendidikan Islam, kemudian dianalisis menggunakan korelasi Product Moment Pearson. Hasil penelitian menunjukkan adanya hubungan positif dan signifikan antara intensitas penggunaan media audio-visual dengan minat belajar Pendidikan Islam siswa. Semakin tinggi intensitas penggunaan media audio-visual yang relevan dan menarik, semakin tinggi pula minat siswa dalam mengikuti pembelajaran Pendidikan Islam. Kata Kunci: Media Audio Visual, Minat Belajar, Pendidikan Islam, Studi Korelasi, Siswa Abstract This study is motivated by the relatively low student interest in learning Islamic Education, despite increasingly adequate learning facilities, including audio-visual media, at school. The research aims to determine the relationship between the intensity of audio-visual media use and students’ interest in learning Islamic Education among seventh-grade students at MTs Al Muttaqin. A quantitative approach with a correlational design was employed. The population comprised all seventh-grade students, and the sample was selected using simple random sampling. Data were collected through a closed-ended Likert-scale questionnaire measuring the intensity of audio-visual media use and interest in Islamic Education learning, and then analyzed using Pearson Product Moment correlation. The findings indicate a positive and significant relationship between the intensity of audio-visual media use and students’ interest in learning Islamic Education. The higher the intensity of relevant and engaging audio-visual media use, the higher the students’ interest in participating in Islamic Education classes. Keywords: Audio-Visual Media, Learning Interest, Islamic Education, Correlational Study, Student.
Games In Islamic Religious Education: A Quantitative Study Of Student Participation At Mts Nahdatul Islam School Mudia Hawa Nur; Alfian Tanjung
International Journal of Islamic Education, Research and Multiculturalism (IJIERM) Vol 8 No 1 (2026)
Publisher : The Islamic Education and Multiculturalism Foundation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47006/ijierm.v8i1.676

Abstract

AbstrakPenelitian ini membahas penerapan gamifikasi dalam pembelajaran Pendidikan Agama Islam serta pengaruhnya terhadap keterlibatan siswa di Madrasah Tsanawiyah Nahdatul Islam. Permasalahan penelitian berangkat dari rendahnya partisipasi aktif siswa dalam proses pembelajaran yang cenderung monoton dan kurang interaktif. Tujuan penelitian ini adalah untuk menganalisis sejauh mana penggunaan gamifikasi berkontribusi dalam meningkatkan keterlibatan siswa baik secara kognitif, emosional, maupun perilaku dalam pembelajaran Pendidikan Agama Islam. Penelitian ini menggunakan pendekatan kuantitatif dengan metode survei. Sampel penelitian terdiri dari siswa Madrasah Tsanawiyah Nahdatul Islam yang dipilih melalui teknik pengambilan sampel secara proporsional. Instrumen penelitian berupa angket tertutup menggunakan skala pengukuran yang telah diuji validitas dan reliabilitasnya. Data dianalisis menggunakan statistik deskriptif dan inferensial melalui uji regresi untuk mengetahui hubungan dan pengaruh antarvariabel. Hasil penelitian menunjukkan bahwa gamifikasi berpengaruh positif dan signifikan terhadap keterlibatan siswa dalam pembelajaran Pendidikan Agama Islam. Penerapan elemen permainan seperti poin, tantangan, dan penghargaan terbukti mampu meningkatkan motivasi belajar serta partisipasi siswa dalam kegiatan kelas. Dengan demikian, gamifikasi dapat menjadi strategi pembelajaran inovatif untuk meningkatkan kualitas pembelajaran Pendidikan Agama Islam di tingkat madrasah. Kata Kunci: Gamifikasi, Pendidikan Agama Islam, Keterlibatan Siswa, Motivasi Belajar, Madrasah Tsanawiyah AbstractThis study examines the use of gamification in Islamic Religious Education learning and its influence on student engagement at Madrasah Tsanawiyah Nahdatul Islam. The research problem is based on the low level of student participation in learning activities that are often considered monotonous and less interactive. This study aims to analyze the extent to which gamification contributes to improving students’ engagement in Islamic Religious Education, including cognitive, emotional, and behavioral aspects. The research employed a quantitative approach using a survey method. The sample consisted of students at Madrasah Tsanawiyah Nahdatul Islam selected through proportional sampling. Data were collected through a structured questionnaire using a measurement scale that had been tested for validity and reliability. The data were analyzed using descriptive statistics and inferential analysis, particularly regression testing, to determine the relationship and effect between variables. The findings show that gamification has a positive and significant effect on student engagement in Islamic Religious Education learning. The application of game elements such as points, challenges, and rewards was proven to increase students’ learning motivation and active participation during classroom activities. Therefore, gamification can be considered an innovative instructional strategy to enhance the effectiveness and quality of Islamic Religious Education learning at the madrasah level.Keywords: Gamification, Islamic Religious Education, Student Engagement, Learning Motivation, Madrasah Tsanawiyah