Pengembangan Multimedia Interaktif Berbasis Gamifikasi untuk Mata Pelajaran Pendidikan Agama Buddha

This research aims to develop gamification-based interactive multimedia for Buddhist Religious Education subject for ninth-grade junior high school students. The research method employed Research and Development (R&D) with the ADDIE model through the stages of analysis, design, development, implementation, and evaluation. Research results showed that the developed interactive multimedia has excellent quality (average score of 4.2 or 84%) based on validation by material and media experts. Product implementation demonstrated increased student interest, engagement, and learning motivation. This gamification-based interactive multimedia can be utilized as an innovative learning medium for teachers and students in Buddhist Religious Education subject.

Authors

Institutions

Publication Details

Journal
Jurnal Ilmiah Religiosity Entity Humanity (JIREH)
Published
2025-04-21
DOI
https://doi.org/10.37364/jireh.v7i1.229
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

Pengembangan Multimedia Interaktif Berbasis Gamifikasi untuk Mata Pelajaran Pendidikan Agama Buddha

Mujiyanto Mujiyanto, Budi Utomo, Evi Sefriani Dwika
Jurnal Ilmiah Religiosity Entity Humanity (JIREH)
Blockchain Technology in Education and Learning
article

Pengembangan Multimedia Interaktif Berbasis Gamifikasi untuk Mata Pelajaran Pendidikan Agama Buddha

Mujiyanto Mujiyanto, Budi Utomo, Evi Sefriani Dwika
article en

Abstract

This research aims to develop gamification-based interactive multimedia for Buddhist Religious Education subject for ninth-grade junior high school students. The research method employed Research and Development (R&D) with the ADDIE model through the stages of analysis, design, development, implementation, and evaluation. Research results showed that the developed interactive multimedia has excellent quality (average score of 4.2 or 84%) based on validation by material and media experts. Product implementation demonstrated increased student interest, engagement, and learning motivation. This gamification-based interactive multimedia can be utilized as an innovative learning medium for teachers and students in Buddhist Religious Education subject.

Jurnal Ilmiah Religiosity Entity Humanity (JIREH)Vol. 7(1)
Institut Agama Islam Negeri Bengkulu (ID)
Openalex Percentile: Top 77%
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.