YASIN: Jurnal Pendidikan dan Sosial Budaya
Vol 6 No 2 (2026): APRIL

Pengembangan Game Edukasi Berbasis Quiziz pada Mata Pelajaran Akidah Akhlak Kelas VII di Madrasah Tsanawiyah al-Asy’ariyah Banjarsari

Khasanah, Nuun Syayidah (Unknown)
Nisa’, Khoirun (Unknown)
Waslah, Waslah (Unknown)



Article Info

Publish Date
18 Apr 2026

Abstract

Meskipun penggunaan alat pembelajaran berbasis game digital telah menjadi perhatian dalam beberapa penelitian sebelumnya, kajian yang secara khusus membahas pengembangan game edukasi berbasis Quizizz untuk mata pelajaran Akidah Akhlak di tingkat Madrasah Tsanawiyah masih terbatas. Penelitian ini bertujuan untuk mengembangkan game edukasi berbasis Quizizz pada mata pelajaran Akidah Akhlak kelas VII serta menganalisis efektivitas dan kelayakannya dalam meningkatkan pemahaman siswa. Studi ini menggunakan pendekatan Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation), melibatkan 18 siswa kelas VII MTs Al-Asy'ariyah Banjarsari yang dipilih melalui teknik purposive sampling. Data dikumpulkan menggunakan angket validasi ahli (media dan materi) serta angket respons siswa, dan dianalisis dengan teknik persentase deskriptif. Hasil menunjukkan bahwa media yang dikembangkan memperoleh kualifikasi "sangat layak" dari ahli materi (rata-rata 95,5%) dan ahli media (rata-rata 82,5%), dengan skor respons siswa mencapai 91% dalam kategori "sangat baik". Temuan ini memberikan kontribusi terhadap pengembangan teori integrasi media digital interaktif dalam pendidikan agama Islam dan memperluas pemahaman tentang implementasi pembelajaran berbasis game di konteks Madrasah. Simpulan dari studi ini menekankan bahwa game edukasi berbasis Quizizz berperan penting dalam meningkatkan motivasi, keterlibatan, dan pemahaman siswa terhadap materi Akidah Akhlak, serta menyarankan guru dan sekolah untuk mengadopsi media interaktif ini guna menciptakan pengalaman belajar yang lebih menyenangkan dan efektif. Implikasi penelitian ini meliputi kontribusi teoritis dalam memperkaya literatur tentang inovasi pembelajaran digital dalam pendidikan Islam, serta implikasi praktis bagi pendidik Madrasah dan pengembang kurikulum. Studi ini juga membuka peluang eksplorasi lebih lanjut terhadap dampak jangka panjang Quizizz terhadap hasil belajar siswa serta penerapannya pada mata pelajaran atau jenjang pendidikan lainnya. Kata Kunci: Game Edukasi; Quizizz; Akidah Akhlak; Media Pembelajaran; Model ADDIE Although the use of digital game-based learning tools has received increasing attention in prior studies, research specifically addressing the development of a Quizizz-based educational game for the subject of Akidah Akhlak (Moral Theology) at the Madrasah Tsanawiyah level remains limited. This study aims to develop a Quizizz-based educational game for seventh-grade Akidah Akhlak students and to analyze its effectiveness and feasibility in improving student understanding. A Research and Development (R&D) method was employed using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), involving 18 seventh-grade students from MTs Al-Asy'ariyah Banjarsari selected through purposive sampling. Data were collected using expert validation questionnaires (for media and material) and student response questionnaires, and analyzed using descriptive percentage techniques. The findings indicate that the developed media achieved "very feasible" qualifications from material experts (average score 95.5%) and media experts (average score 82.5%), with student response scores reaching 91% in the "very good" category. These results contribute to the theoretical development of interactive digital media integration in Islamic religious education and expand the understanding of game-based learning implementation in Madrasah contexts. The study concludes that the Quizizz-based educational game plays a crucial role in increasing student motivation, engagement, and comprehension of Akidah Akhlak material, and recommends that teachers and schools adopt this interactive media to create more enjoyable and effective learning experiences. The implications of this research include theoretical contributions to the growing literature on digital learning innovation in Islamic education and practical recommendations for Madrasah educators and curriculum developers. Furthermore, this study highlights opportunities for future research on the long-term impact of Quizizz on student learning outcomes and its application to other subjects or educational levels.

Copyrights © 2026






Journal Info

Abbrev

yasin

Publisher

Subject

Social Sciences Other

Description

This journal was published by Lembaga Yasin alSys which was published six times a year, February, April, June, August, October, and December with a minimum of 5 articles. The journal aims to provide a forum for scholarly understanding of the field of education and plays an important role in ...