Pendas : Jurnah Ilmiah Pendidikan Dasar
Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release

PENGARUH METODE GAMIFIKASI DALAM PEMBELAJARAN PENDIDIKAN AGAMA ISLAM UNTUK MENINGKATKAN KETERLIBATAN SISWA PADA KELAS IV DI SDN 50 PONTIANAK BARAT TAHUN PELAJARAN 2025/2026

Tri Agrizki Nur Khofifah (Unknown)
M. Alias (Unknown)
Yusida Imran (Unknown)



Article Info

Publish Date
12 Jun 2026

Abstract

This study aims to determine the effect of the gamification method on students’ engagement in Islamic Education learning in grade IV at SDN 50 Pontianak Barat. This research uses a quantitative approach with a quasi-experimental design. Data were collected through questionnaires, observation, and documentation, and analyzed using simple linear regression. The results show that the implementation of the gamification method is in a high category with an average score of 36.76. Student engagement increased in behavioral, emotional, and cognitive aspects, indicated by higher activeness, enthusiasm, and understanding. The hypothesis test results show a significance value of 0.000 < 0.05, indicating a significant effect of the gamification method on student engagement. Furthermore, gamification was more effective than conventional methods based on the improvement of posttest scores in the experimental class. Therefore, the gamification method has a positive effect on students’ engagement in Islamic Education learning.

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Journal Info

Abbrev

pendas

Publisher

Subject

Other

Description

Pendas : Jurnah Ilmiah Pendidikan Dasar is a journal published twice a year, namely in June and December that aims to be a forum for scientific publications to pour ideas and studies complemented with the results of research related to primary school education. To achieve this, basic education ...