This study is motivated by the persistently low level of student interest and motivation in Islamic Religious Education (PAI) classes. This issue stems from teaching methods that tend to be conventional—relying on lectures and rote memorization—resulting in limited active student engagement and a tendency for students to become bored during lessons. At SMP Negeri 2 Winongan in Pasuruan Regency, this situation highlights the need for instructional innovation capable of fostering an active, enjoyable, and competitive learning environment; one such approach is the implementation of a gamification model based on the "Bottle Flip" game. This study aims to describe the implementation of a gamification model based on the "Bottle Flip" game, students' learning motivation following its implementation, and the factors supporting or hindering its implementation in Islamic Religious Education (PAI) lessons at SMP Negeri 2 Winongan, Pasuruan Regency. The research employs a qualitative method, specifically a descriptive qualitative approach. Data collection techniques include observation, interviews, and documentation, while data analysis involves data reduction, data presentation, and conclusion drawing. Finally, the validity of the findings is verified using triangulation. The research results indicate that the implementation of the "Bottle Flip" game-based gamification model was carried out in three stages: planning, implementation, and evaluation.
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