Blooket as a game-based learning medium has received attention in a number of studies, but research specifically examining its use to increase students’ interest in learning Fiqih at the madrasah level remains limited. This study aimed to analyze differences in students’ learning interest before and after the use of Blooket-based learning media in the Fiqih subject at MTs Laboratorium UIN Bukittinggi. This study employed a quantitative approach with a pre-experimental one-group pretest–posttest design. The research subjects comprised 12 Grade VII students selected using total sampling. Data were collected using a learning interest questionnaire consisting of 20 statements administered before and after the treatment. The treatment was conducted over three sessions using the Gold Quest, Monster Brawl, and Classic features. The data were analyzed using descriptive statistics, the Shapiro–Wilk normality test, and a paired-samples t-test with the assistance of SPSS version 27. The results showed that the mean learning interest score increased from 68.25 on the pretest to 78.92 on the posttest. The paired-samples t-test revealed a significant difference in students’ learning interest before and after the use of Blooket (t = −5.625; df = 11; p = .001). These findings indicate that Blooket has the potential to serve as an alternative interactive learning medium for increasing students’ interest in learning Fiqih. In practical terms, these results may inform teachers’ consideration of integrating game-based learning into the Fiqih learning process. However, future studies should involve larger samples and a control group so that the effect of Blooket can be examined more robustly.
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