This study is motivated by the low learning motivation of students in Islamic Religious Education (PAI), which has generally been delivered conventionally with little active student involvement. One alternative increasingly used by teachers to address this problem is Wordwall, an interactive learning media platform based on educational games. This study aims to describe how Wordwall is used in PAI lessons, students' learning motivation before the media was used, and the changes in their motivation after Wordwall was applied. The study uses a qualitative approach with library research as its main method. Data were collected by searching and reviewing journal articles, books, and relevant previous studies, complemented by a simple (not in-depth) classroom observation from the researcher's own teaching, and then analyzed descriptively and qualitatively before conclusions were drawn. The findings from similar studies show that, before Wordwall was applied, students' learning motivation in PAI was generally at a moderate level, marked by minimal participation and enthusiasm. After Wordwall was applied, learning motivation increased in the cognitive, affective, and psychomotor aspects. This was driven by intrinsic factors (curiosity and self-confidence) and extrinsic factors (engaging lesson presentation and instant feedback). These findings confirm that gamification-based interactive learning media such as Wordwall have the potential to be a practical solution for fostering students' motivation to learn PAI.
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