This study examines the implementation of a gamification model in enhancing Islamic Religious Education (IRE) learning at Islamic Plus Minhajussunnah School, West Sumbawa Regency, during the 2025/2026 academic year. The purpose of this research is to analyze the effectiveness of gamification strategies in improving students’ learning engagement, motivation, and academic achievement in Islamic Religious Education. The study employed a quantitative approach using a quasi-experimental design with a one-group pretest–posttest model. The sample consisted of 30 students selected through purposive sampling. Data were collected through achievement tests, observation sheets, and student response questionnaires. The data were analyzed using descriptive and inferential statistical techniques to measure the improvement before and after the implementation of the gamification model. The findings indicate a significant improvement in students’ learning outcomes after the implementation of gamification. The average pretest score was 68.4, increasing to 84.7 in the posttest, reflecting a 23.8% improvement in academic achievement. Student learning motivation increased by 27%, while active participation in classroom activities rose by 31%. Furthermore, 86% of students demonstrated positive responses toward the gamification-based learning process. These results suggest that the gamification model is effective in enhancing the quality of Islamic Religious Education learning by fostering interactive, engaging, and student-centered instructional environments.
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