Nining Khurrotul Aini
Institut Agama Islam Uluwiyah Mojokerto, Indonesia

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Implementation of Deep Learning and Gamification to Increase Student Learning Engagement Amru Almu’tasim; Nining Khurrotul Aini
MUMTAZ : Jurnal Pendidikan Agama Islam Vol. 5 No. 3 (2025): December 2025
Publisher : Program Studi Pendidikan Agama Islam, Fakultas Tarbiyah, Institut Agama Islam (IAI) Ibrahimy Genteng Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69552/mumtaz.v5i3.3558

Abstract

This study aims to address the problem of low student engagement at MTs Negeri 3 Sidoarjo, East Java, by integrating deep learning and gamification into a digital learning platform. Low student engagement at MTs Negeri 3 Sidoarjo, East Java, is often caused by impersonal teaching methods and the lack of interactive elements that suit their psychological characteristics. Therefore, this study proposes an adaptive system that utilizes deep learning to analyze individual student learning patterns and then uses it to personalize gamification content and challenges. This study used a mixed-methods experimental design involving two groups: an experimental group using an integrated learning platform and a control group using conventional learning methods. Quantitative data were collected through user activity logs (interaction duration, task completion rate), student engagement questionnaire scores, and academic grades before and after the intervention. The results showed that the learning platform integrating deep learning and gamification significantly increased student engagement (p < 0.05). Quantitative data showed an increase in the average interaction duration and task completion rate in the experimental group compared to the control group. Furthermore, there was a positive correlation between the level of engagement and students' academic scores in the experimental group. Interviews confirmed that students felt more motivated and enjoyed the learning process due to the challenging elements and personalized feedback provided by the platform. Overall, this study demonstrates that the combination of deep learning and gamification technology is an effective approach to improving student engagement and learning outcomes at MTs Negeri 3 Sidoarjo, East Java.
Pengaruh Strategi Pembelajaran Giving Question Getting Answer (GQGA) Terhadap Keterampilan Berbicara dan Hasil Belajar Bahasa Indonesia Andika Adelia Kartika; Nining Khurrotul Aini
Amaliyatu Tadris (AMYTA) Vol. 3 No. 1 (2024): Agustus
Publisher : Institut Agama Islam Uluwiyah Mojokerto Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47759/r28b3z27

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh antara strategi pembelajaran giving question getting answer (GQGA) dengan keterampilan berbicara dan hasil belajar bahasa indonesia. Jenis penelitian ini adalah kuantitatif eksperimen. Teknik pengumpulan data menggunakan angket, tes, dan dokumentasi. Populasi penelitian yaitu siswa kelas IV Madrasah Ibtidaiyah Hasyim Asy’ari Petak Pacet Mojokerto dengan responden 42 siswa. Teknik analisa data menggunakan uji independent sample t-test. Hasil analisa data diketahui bahwa : 1) Terdapat pengaruh dari strategi Giving Questions Getting Answer terhadap keterampilan berbicara siswa kelas IV Madrasah Ibtidaiyah Hasyim Asy’ari Petak Pacet Mojokerto. Hal ini diperoleh dari perbandingan nilai rata-rata, pada kelas eksperimen yang mempunyai nilai rata-rata sebesar 66,76 lebih tinggi dibandingkan dengan kelas kontrol yang memperoleh nilai rata-rata sebesar 59,57. Dari pengujian hipotesis dengan menggunakan uji independent sample t-test dengan nilai Sig. < α yaitu 0,000< 0,005. Dengan demikian maka Ha diterima dan H0 ditolak. 2) Terdapat pengaruh dari strategi Giving Questions Getting Answer terhadap hasil belajar siswa kelas IV Madrasah Ibtidaiyah Hasyim Asy’ari Petak Pacet Mojokerto. Hal ini diperoleh dari perbandingan nilai rata-rata, pada kelas eksperimen yang mempunyai nilai rata-rata sebesar 80,71 lebih tinggi dibandingkan dengan kelas kontrol yang memperoleh nilai rata-rata sebesar 59,52. Pengujian hipotesis dengan menggunakan uji independent sample t-test dengan nilai Sig.< α yaitu 0,000 < 0,005. Dengan demikian maka Ha diterima dan H0 ditolak. This study aims to determine the effect of the Giving Question Getting Answer (GQGA) learning strategy on students’ speaking skills and Indonesian language learning outcomes. This research employed a quantitative experimental method. Data collection techniques included questionnaires, tests, and documentation. The research population consisted of fourth-grade students at Madrasah Ibtidaiyah Hasyim Asy’ari Petak, Pacet, Mojokerto, with a total of 42 students as respondents. The data analysis technique used the independent sample t-test. The results of the data analysis indicate that:There is a significant effect of the Giving Question Getting Answer strategy on the speaking skills of fourth-grade students at Madrasah Ibtidaiyah Hasyim Asy’ari Petak, Pacet, Mojokerto. This is evidenced by the comparison of the mean scores, where the experimental class obtained a higher mean score (66.76) than the control class (59.57). The hypothesis testing using the independent sample t-test showed a significance value of Sig. < α (0.000 < 0.005). Therefore, Ha is accepted and H0 is rejected. There is a significant effect of the Giving Question Getting Answer strategy on the learning outcomes of fourth-grade students at Madrasah Ibtidaiyah Hasyim Asy’ari Petak, Pacet, Mojokerto. This is shown by the comparison of the mean scores, where the experimental class achieved a higher mean score (80.71) than the control class (59.52). Hypothesis testing using the independent sample t-test resulted in a significance value of Sig. < α (0.000 < 0.005). Therefore, Ha is accepted and H0 is rejected