Gamification in Islamic Religious Education:  Developing Interactive Learning Media via Quizizz with the Addie Model

This study aims to develop gamified learning media using the Quizizz application for the Islamic Religious Education and Character subject. The research was conducted at public junior high schools in Banda Aceh, Indonesia, involving Grade VII students and Islamic Education teachers who had experience implementing digital media in the classroom. The study was driven by the low levels of student motivation and participation caused by the dominance of conventional lecture-based methods. Quizizz was chosen as the development platform for its game-based features—such as points, leaderboards, avatars, and instant feedback—that are known to enhance student engagement and interaction. A Research and Development (R&D) approach was employed using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), providing a systematic framework for the creation, testing, and refinement of the gamified media. Data were collected through participatory observation, semi-structured interviews, and documentation, and analyzed qualitatively using an interactive model. Each phase of ADDIE was integrated with data collection: identifying student learning needs, designing gamified content based on Islamic values, developing the product with expert validation, implementing it through field trials, and evaluating its impact. The findings demonstrate that the gamified media effectively fostered a more interactive, enjoyable, and motivational learning atmosphere. There was a significant increase in students’ engagement, participation, and academic achievement. Teachers also reported positive experiences using Quizizz for instruction and real-time assessment. The study concludes that gamification can serve as an effective pedagogical innovation for Islamic education, promoting meaningful learning experiences aligned with religious and character-building goals.

Authors

Institutions

Publication Details

Journal
Edukasi Jurnal Pendidikan dan Pengajaran
Published
2025-05-08
DOI
https://doi.org/10.19109/d48tv716
Primary Topic
Blockchain Technology in Education and Learning
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Gamification in Islamic Religious Education:  Developing Interactive Learning Media via Quizizz with the Addie Model

SAKDIAH SAKDIAH, Hayati Hayati, Salami Mahmud, Muhammad Furqan
Edukasi Jurnal Pendidikan dan Pengajaran
Blockchain Technology in Education and Learning
article

Gamification in Islamic Religious Education:  Developing Interactive Learning Media via Quizizz with the Addie Model

SAKDIAH SAKDIAH, Hayati Hayati, Salami Mahmud, Muhammad Furqan
article en

Abstract

This study aims to develop gamified learning media using the Quizizz application for the Islamic Religious Education and Character subject. The research was conducted at public junior high schools in Banda Aceh, Indonesia, involving Grade VII students and Islamic Education teachers who had experience implementing digital media in the classroom. The study was driven by the low levels of student motivation and participation caused by the dominance of conventional lecture-based methods. Quizizz was chosen as the development platform for its game-based features—such as points, leaderboards, avatars, and instant feedback—that are known to enhance student engagement and interaction. A Research and Development (R&D) approach was employed using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), providing a systematic framework for the creation, testing, and refinement of the gamified media. Data were collected through participatory observation, semi-structured interviews, and documentation, and analyzed qualitatively using an interactive model. Each phase of ADDIE was integrated with data collection: identifying student learning needs, designing gamified content based on Islamic values, developing the product with expert validation, implementing it through field trials, and evaluating its impact. The findings demonstrate that the gamified media effectively fostered a more interactive, enjoyable, and motivational learning atmosphere. There was a significant increase in students’ engagement, participation, and academic achievement. Teachers also reported positive experiences using Quizizz for instruction and real-time assessment. The study concludes that gamification can serve as an effective pedagogical innovation for Islamic education, promoting meaningful learning experiences aligned with religious and character-building goals.

Edukasi Jurnal Pendidikan dan PengajaranVol. 12(01)
Universitas Islam Negeri Ar-Raniry (ID)
Openalex Percentile: Top 83%
Blockchain Technology in Education and Learning
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.