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MODEL PEMBELAJARAN FIKIH BERBASIS GAMIFIKASI UNTUK MENINGKATKAN MINAT BELAJAR PESERTA DIDIK Nur Hakimah; Iklima Pulungan; Siti Marifah; Rosyida Nurul Anwar; Puan Rizana Putri
Ahsani Taqwim: Jurnal Pendidikan dan Keguruan Vol. 3 No. 3 (2026)
Publisher : Yayasan Baitul Hikmah al-Zain

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63424/ahsanitaqwim.v3i3.806

Abstract

The teaching of fiqh in schools is often perceived as difficult and uninteresting because the delivery of the material is not varied and has not been adapted to the characteristics of students living in the digital age. This lack of interest in learning requires more innovative learning strategies, one of which is the use of a gamification approach. This study aims to answer the research question of how the implementation of a gamification-based fiqh learning model can increase students' interest in learning and examine the factors that support its success. This study uses a qualitative descriptive approach with data collection techniques in the form of observing the learning process, interviewing teachers and students, and documenting the learning process. Data analysis was conducted through a process of reduction, presentation, and thematic conclusion drawing. The findings show that gamification can increase learning interest by encouraging student participation, fostering intrinsic motivation, strengthening self-confidence, and creating a competitive and enjoyable learning atmosphere. Students became more active in understanding fiqh material due to challenges, achievement badges, and a point system that encouraged them to engage consistently. This study concluded that gamification is an effective and relevant strategy for improving the quality of fiqh learning while significantly increasing students' interest in learning.