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The MURDER Strategy Based on Gamification to Enhance StudentsÔÇÖ Interest in Islamic Education and Character Building Magfirah, Magfirah; Fakhrunnisaa, Nur; Efendi, Erwatul
Journal of Islamic Education Students (JIES) Vol. 5 No. 2: November 2025
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i2.15637

Abstract

Low student interest in Islamic Religious Education and Character Building at the vocational high school (SMK) level remains a challenge, especially under conventional, teacher-centered approaches. This study aimed to enhance studentsÔÇÖ learning interest by applying the gamified MURDER strategy in the classroom. Using the Kurt Lewin Classroom Action Research model, the research was conducted in two cycles comprising planning, action, observation, and reflection stages. Data were collected through observation, questionnaires, interviews, tests, and documentation. Findings showed a significant increase in student learning interest, with student activity rising from 65.5% (pre-cycle) to 95.5% (cycle II), and teacher activity from 81.1% to 95.5%. Students responded positively, describing the learning as more engaging, interactive, and confidence-building. The gamified MURDER strategy proved to be an effective alternative for improving both student interest and instructional quality in Islamic Religious Education and Character Building, and it is recommended for broader use in character-focused, student-centered learning contexts.┬á┬á
Pengaruh Game Edukasi Berbasis Educandy Terhadap Motivasi Belajar Pendidikan Agama Islam (PAI) Kelas V Pada SD 103 Bontompare Fakhrunnisaa, Nur; Mardiawati, Mardiawati
Jurnal MediaTIK Volume 6 Issue 1, Januari (2023)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/mediatik.v6i1.1354

Abstract

Dewasa ini proses pembelajaran biasa disampaikan menggunakan media pembelajaran termasuk dalam melaksanakan evaluasi ataupun dalam melaksanakan ice breaking. Penggunaan game edukasi salah satu media yang dapat digunakan untuk evaluasi maupun ice breaking untuk melepas kejenuhan dalam pembelajaran, agar siswa kembali memiliki motivasi dalam belajar. Penelitian ini bertujuan untuk mengetahui pengaruh game edukasi berbasis educandy terhadap motivasi belajar Pendidikan Agama Islam (PAI) kelas V pada SD 103 Bontompare. Jenis penelitiam yang digunakan yaitu penelitian kuantitatif. Metode yang digunakan yaitu metode eksperimen menggunakan kelas eksperimen dan kelas control. Data motivasi belajar diperoleh dari hasil angket. Teknik analisis data menggunakan statistic deskriptif dan statistik inferensial. Subjek penelitian yaitu siswa kelas Va dan Vb. Hasil penelitian menunjukkan bahwa game edukasi berbasis educandy tidak berpengarih terhadap motivasi belajar Pendidikan Agama Islam (PAI) kelas V pada SD 103 Bontompare, terdapat banyak factor yang mempengaruhi motivasi belajar siswa.
Penerapan Model Pembelajaran Aktif Tipe Every One is a Teacher Here Pada Materi ”Meraih Kesuksesan” untuk Meningkatkan Hasil Belajar Peserta Didik di Kelas X1 SMAN 13 Luwu Qalbi H, M. Raehan; Iman, Bustanul; Fakhrunnisaa, Nur
Indo-MathEdu Intellectuals Journal Vol. 7 No. 2 (2026): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v7i2.5216

Abstract

This study aimed to improve students’ learning outcomes through the implementation of the active learning model Everyone Is A Teacher Here on the topic “Achieving Success” in class X1 of SMAN 13 Luwu. This research employed Classroom Action Research (CAR) based on the Hopkins model, conducted in two cycles consisting of planning, action, observation, and reflection stages. The research subjects were 32 students. Data were collected through tests, observations, interviews, and documentation. Data analysis was conducted using quantitative and qualitative approaches by calculating the mean scores and learning mastery percentages. The findings indicated a significant improvement from Cycle I to Cycle II. In Cycle I, the average score was 68 with 41% learning mastery, while in Cycle II the average increased to 78 with 78% mastery. The implementation of the Everyone Is A Teacher Here model enhanced students’ participation, confidence, and engagement, which positively impacted their learning outcomes. This model proved effective in creating an interactive and participatory Islamic Education learning environment.
Developing QuizWhizzer-Based Learning Evaluation for Fictional Text Materials in Elementary School Srikandi, Sindy; Fakhrunnisaa, Nur; Aswar, Nurul
Journal of Indonesian Islamic Studies Vol. 4 No. 1 (2024): Journal of Indonesian Islamic Studies (October)
Publisher : State Islamic University of Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/jiis.v4i1.10109

Abstract

This study aimed to develop QuizWhizzer-based learning evaluation for fictional text materials in elementary school. The study employed a Research and Development (R&D) approach using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The research was conducted at SD Negeri 54 Salupikung involving one classroom teacher and 16 sixth-grade students. Data were collected through observation, interviews, questionnaires, and documentation. The developed product was validated by media experts, material experts, and language experts, while practicality data were obtained through teacher and student response questionnaires. The results showed that the QuizWhizzer-based learning evaluation obtained an average validity score of 87% and was categorized as very valid. The practicality test results indicated that student responses reached 95.8% and teacher responses reached 94%, both categorized as very practical. In addition, the average student evaluation score reached 87.5, with 15 students achieving the minimum mastery criteria. These findings indicate that the QuizWhizzer-based learning evaluation is valid and practical for use in Indonesian language learning, particularly for fictional text materials in elementary school. Therefore, QuizWhizzer can be used as an alternative digital evaluation media to support interactive and engaging learning evaluation processes in elementary education.