Syahriani Yulianci
Sekolah Tinggi Keguruan dan Ilmu Pendidkan Taman Siswa Bima

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Utilizing Artificial Intelligence in Islamic Religious Education Through Game-Based Learning to Stimulate Students’ Scientific Thinking Skills Danu Sakban; Syahriani Yulianci; Rizalul Fiqry
Al-Fikru: Jurnal Ilmiah Vol. 20 No. 2 (2026): Desember (2026)
Publisher : STAI Serdang Lubuk Pakam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51672/alfikru.v20i2.1114

Abstract

The integration of Artificial Intelligence (AI) into Islamic Religious Education opens opportunities for interactive, adaptive, and student-centered learning. This study analyzes the utilization of AI through Game-Based Learning to stimulate students’ scientific thinking skills at MI Palama Donggo. A qualitative approach was employed using observation, interviews, and documentation involving the principal, teachers, and students. Data credibility was ensured through source and technique triangulation, while data analysis included reduction, categorization, presentation, and verification. The findings show that AI-supported Game-Based Learning provides engaging learning experiences through adaptive questions, immediate feedback, and interactive activities. Students demonstrated greater enthusiasm, active participation, willingness to try, and improved reflection. Implementation was supported by school commitment, teacher readiness, technological facilities, and student motivation, but was constrained by limited devices, internet connectivity, and instructional time. Students demonstrated developing scientific thinking skills through observing, questioning, reasoning, evaluating, correcting mistakes, and drawing conclusions. Thus, AI through Game-Based Learning has the potential to strengthen Islamic Religious Education while fostering students’ scientific thinking skills.