Development of a Board Game Media in Islamic Religious Education to Enhance Student Learning Motivation

The aims of this study is to develop a board game as an educational tool for Islamic Religious Education and to evaluate its effectiveness in enhancing students' learning motivation. The method in this study uses development research with the R&D with a qualitative and quantitative approach. The results of this study are development products in the form of Board Game learning media showing that the development of learning media is considered feasible by learning media experts with minor revisions obtaining 78% then by researchers made revisions and became 84%. While the assessment of the material expert with a percentage of 93% with the category is very feasible. Then based on SPSS 29 statistical calculations, it was found descriptively that there was a difference in the results of filling out the learning motivation instrument before using the Board Game learning media compared to after using the product with a sig result of 0.01 which means that the use of Board Game learning media has a significant difference in increasing student learning motivation. So that from the assessment that has been explained, it can be concluded that the Board Game developed is good for use in learning, especially Islamic Religious Education class X subjects at SMAIT Samawa Cendekia.

Authors

Institutions

Publication Details

Journal
Journal of Indonesian Progressive Education
Published
2025-04-12
DOI
https://doi.org/10.63617/jipe.v2i2.25
Citations
2
Primary Topic
Education and Character Development
Type
article
Field-Weighted Citation Impact
17.85
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Development of a Board Game Media in Islamic Religious Education to Enhance Student Learning Motivation

Anniza Wiwied Rahayu Hadiyanto, Djamaluddin Perawironegoro
2 citations
Journal of Indonesian Progressive Education
Education and Character Development
17.85
article

Development of a Board Game Media in Islamic Religious Education to Enhance Student Learning Motivation

Anniza Wiwied Rahayu Hadiyanto, Djamaluddin Perawironegoro
article en
2 citations

Abstract

The aims of this study is to develop a board game as an educational tool for Islamic Religious Education and to evaluate its effectiveness in enhancing students' learning motivation. The method in this study uses development research with the R&D with a qualitative and quantitative approach. The results of this study are development products in the form of Board Game learning media showing that the development of learning media is considered feasible by learning media experts with minor revisions obtaining 78% then by researchers made revisions and became 84%. While the assessment of the material expert with a percentage of 93% with the category is very feasible. Then based on SPSS 29 statistical calculations, it was found descriptively that there was a difference in the results of filling out the learning motivation instrument before using the Board Game learning media compared to after using the product with a sig result of 0.01 which means that the use of Board Game learning media has a significant difference in increasing student learning motivation. So that from the assessment that has been explained, it can be concluded that the Board Game developed is good for use in learning, especially Islamic Religious Education class X subjects at SMAIT Samawa Cendekia.

Journal of Indonesian Progressive EducationVol. 2(2)
Universitas Ahmad Dahlan (ID)
Openalex Percentile: Top 2%
Education and Character Development
17.85
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.