Al-Ulum: Jurnal Pendidikan Islam
Vol 6, No 2 (2025)

Implementation Of The Use Of Gamification Learning Media In Increasing Motivation For Learning Al-Qur'an Hadis At MA Ma’arif Sukorejo

Ni'mah, Maria Khoirotun (Unknown)
Muhtarom, Ali (Unknown)
Marzuki, Ahmad (Unknown)



Article Info

Publish Date
29 Jun 2025

Abstract

The purpose of this study was to analyze how effective gamification is in attracting students' interest and motivation to learn the Qur'an Hadith. The approach taken in this study was qualitative, using observation techniques, interviews, and questionnaires to students in a high school. The findings of this study indicate that the use of gamification-based learning media has succeeded in increasing student participation in the learning process, strengthening their memory of the material, and creating a more lively and enjoyable learning atmosphere. In addition, the reward system in gamification also triggers students to be more active and involved in learning. Thus, it can be concluded that gamification is an effective approach to increasing motivation to learn the Qur'an Hadith. Therefore, educators are advised to use this method as an alternative in learning so that student learning outcomes can improve and their involvement in understanding and practicing the teachings of the Qur'an Hadith is better.

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Journal Info

Abbrev

Al-Ulum

Publisher

Subject

Religion Education Languange, Linguistic, Communication & Media Other

Description

Al-Ulum: Jurnal Pendidikan Islam, published by the Yayasan Rahmat Islamiyah Medan, Indonesia. In this journal the articles contain articles about the fields of Islamic scientific research and Islamic education. Al-Ulum: Jurnal Pendidikan Islam accepts manuscripts in research fields including ...