Safitri, Qomariatus
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PENERAPAN GAMIFICATION PEMBELAJARAN PENDIDIKAN AGAMA ISLAM DALAM MENINGKATKAN POLA PIKIR KREATIF SISWA Safitri, Qomariatus; Anam, Nurul; Sinta, Dewi
AL-ADABIYAH: Jurnal Pendidikan Agama Islam Vol. 5 No. 1 (2024): AL-ADABIYAH: Jurnal Pendidikan Agama Islam
Publisher : Published by the Islamic Religious Education Study Program Faculty of Tarbiyah and Teacher Training Kiai Haji Achmad Siddiq University, Jember, East Java, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35719/adabiyah.v5i1.925

Abstract

Penelitian ini bertujuan untuk menganalisis penerapan gamification dalam pembelajaran Pendidikan Agama Islam (PAI) dan dampaknya terhadap pola pikir kreatif siswa sekolah dasar. Pendekatan kualitatif deskriptif dengan metode studi kasus digunakan dalam penelitian ini, yang dilakukan di SD Plus Al-Qodiri. Teknik pengumpulan data meliputi observasi, wawancara mendalam, dan dokumentasi terhadap kepala sekolah, guru PAI, serta beberapa siswa. Hasil penelitian menunjukkan bahwa gamification mampu meningkatkan antusiasme, partisipasi aktif, dan kreativitas siswa dalam pembelajaran PAI. Penggunaan elemen permainan seperti poin, penghargaan, dan tantangan edukatif menciptakan suasana belajar yang menyenangkan dan kompetitif, serta mendorong siswa untuk berpikir kritis dan kolaboratif. Faktor pendukung keberhasilan implementasi meliputi dukungan institusi dan kreativitas guru dalam merancang media pembelajaran. Penelitian ini merekomendasikan gamification sebagai strategi pedagogis inovatif yang relevan untuk meningkatkan kualitas pembelajaran PAI di jenjang pendidikan dasar. This study aims to analyze the implementation of gamification in Islamic Religious Education (PAI) learning and its impact on the creative thinking patterns of elementary school students. A qualitative descriptive approach with a case study method was employed, conducted at SD Plus Al-Qodiri. Data collection techniques included observation, in-depth interviews, and documentation involving the school principal, IRE teacher, and several students. The findings indicate that gamification enhances students’ enthusiasm, active participation, and creativity in PAI learning. The use of game elements such as points, rewards, and educational challenges creates an engaging and competitive learning atmosphere, encouraging students to think critically and collaborate effectively. Supporting factors for successful implementation include institutional support and teachers’ creativity in designing learning media. This study recommends gamification as an innovative pedagogical strategy relevant for improving the quality of IRE learning at the elementary level.