Sholekhah, Tsasya Ridha
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Implementasi Pembelajaran Berbasis Gamifikasi pada Mata Pelajaran Pendidikan Agama Islam di SMK Muhammadiyah 3 Yogyakarta: Studi Kualitatif Fenomenologis Ramadhani, Farah Putri; Putra, Lovandri Dwanda; Ningtyas, Marta Lia; Sholekhah, Tsasya Ridha; Khiyarina, Addien
Jurnal Pendidikan Indonesia : Teori, Penelitian, dan Inovasi Vol 6, No 1 (2026): Jurnal Pendidikan Indonesia : Teori, Penelitian, dan Inovasi
Publisher : Penerbit Widina, Widina Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59818/jpi.v6i1.2640

Abstract

This study aims to describe the implementation of gamification-based learning in Islamic Religious Education at SMK Muhammadiyah 3 Yogyakarta, focusing on Aqidah Akhlak and Al-Qur’an Hadith subjects. The research employed a descriptive qualitative method with a phenomenological approach, using interviews with the Vice Principal for ISMUBA Curriculum, two Islamic Education teachers, and learning documentation. The findings indicate that gamification was implemented through interactive quizzes, point systems, rewards, and the use of Canva as a learning medium. This approach was found to enhance students’ activeness, learning motivation, and understanding of the subject matter. Therefore, gamification-based learning can serve as an effective alternative strategy in Islamic Religious Education to create interactive, meaningful learning experiences that align with the characteristics of vocational school students.ABSTRAK Penelitian ini bertujuan mendeskripsikan implementasi pembelajaran berbasis gamifikasi pada mata pelajaran Pendidikan Agama Islam di SMK Muhammadiyah 3 Yogyakarta, khususnya pada materi Akidah Akhlak dan Al-Qur’an Hadis. Metode yang digunakan adalah kualitatif deskriptif dengan pendekatan fenomenologi melalui wawancara dengan Wakil Kepala Sekolah bidang Kurikulum ISMUBA, dua guru PAI, serta dokumentasi pembelajaran. Hasil penelitian menunjukkan bahwa gamifikasi diterapkan melalui kuis interaktif, sistem poin, pemberian reward, dan pemanfaatan media Canva. Penerapan tersebut mampu meningkatkan keaktifan, motivasi, dan pemahaman peserta didik terhadap materi pembelajaran. Dengan demikian, pembelajaran berbasis gamifikasi dapat menjadi alternatif strategi pembelajaran PAI yang efektif dalam menciptakan pembelajaran yang interaktif, bermakna, dan sesuai dengan karakteristik peserta didik di sekolah kejuruan.